<?xml version="1.0" encoding="UTF-8"?>
<!-- edited with XMLSpy v2005 rel. 3 U (http://www.altova.com) by Soren Johnson (Firaxis Games) -->
<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Alex Mantzaris (Firaxis Games) -->
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- edited by Pierre Voak (pie), Austria -->
<!-- Improvement -->
<!-- iYieldChange: Food, Hammer, Commerce -->
<Civ4ImprovementInfos xmlns="x-schema:CIV4TerrainSchema.xml">
	<ImprovementInfos>
		<ImprovementInfo>
			<Type>IMPROVEMENT_LAND_WORKED</Type>
			<Description>TXT_KEY_IMPROVEMENT_LAND_WORKED</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_LAND_WORKED_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_LAND_WORKED</ArtDefineTag>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>-1</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>0</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids/>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<WorldSoundscapeAudioScript/>
			<bGraphicalOnly>1</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_WATER_WORKED</Type>
			<Description>TXT_KEY_IMPROVEMENT_WATER_WORKED</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_WATER_WORKED_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_WATER_WORKED</ArtDefineTag>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>-1</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>0</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids/>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<WorldSoundscapeAudioScript/>
			<bGraphicalOnly>1</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_CITY_RUINS</Type>
			<Description>TXT_KEY_IMPROVEMENT_CITY_RUINS</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_CITY_RUINS_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_CITY_RUINS</ArtDefineTag>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>-1</iAirBombDefense>
			<iDefenseModifier>10</iDefenseModifier>
			<iHappiness>-1</iHappiness>
			<iPillageGold>0</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids/>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<WorldSoundscapeAudioScript/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_GOODY_HUT</Type>
			<Description>TXT_KEY_IMPROVEMENT_GOODY_HUT</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_GOODY_HUT_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_GOODY_HUT</ArtDefineTag>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>1</bGoody>
			<bPermanent>0</bPermanent>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>40</iTilesPerGoody>
			<iGoodyRange>3</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>-1</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>0</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids>
				<FeatureMakesValid>
					<FeatureType>FEATURE_JUNGLE</FeatureType>
					<bMakesValid>1</bMakesValid>
				</FeatureMakesValid>
				<FeatureMakesValid>
					<FeatureType>FEATURE_FOREST</FeatureType>
					<bMakesValid>1</bMakesValid>
				</FeatureMakesValid>
				<FeatureMakesValid>
					<FeatureType>FEATURE_DICHTERWALD</FeatureType>
					<bMakesValid>1</bMakesValid>
				</FeatureMakesValid>
				<FeatureMakesValid>
					<FeatureType>FEATURE_SAVANNA</FeatureType>
					<bMakesValid>1</bMakesValid>
				</FeatureMakesValid>
			</FeatureMakesValids>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<WorldSoundscapeAudioScript>ASSS_FOREST_SELECT_AMB</WorldSoundscapeAudioScript>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_FISHING_BOATS</Type>
			<Description>TXT_KEY_IMPROVEMENT_FISHING_BOATS</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_FISHING_BOATS_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_FISHING_BOATS</ArtDefineTag>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>1</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<iAdvancedStartCost>30</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>5</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>5</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids/>
			<BonusTypeStructs>
				<BonusTypeStruct>
					<BonusType>BONUS_CLAM</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_PEARL</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>2</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_CRAB</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_FISH</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>2</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_KILIKIEN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
			</BonusTypeStructs>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_BRUNNEN</Type>
			<Description>TXT_KEY_IMPROVEMENT_BRUNNEN</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_BRUNNEN_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_BRUNNEN</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>2</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</iYieldChange>
			</YieldChanges>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>1</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<iAdvancedStartCost>48</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>0</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>10</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids>
				<FeatureMakesValid>
					<FeatureType>FEATURE_OASIS</FeatureType>
					<bMakesValid>1</bMakesValid>
				</FeatureMakesValid>
				<FeatureMakesValid>
					<FeatureType>FEATURE_JUNGLE</FeatureType>
					<bMakesValid>0</bMakesValid>
				</FeatureMakesValid>
				<FeatureMakesValid>
					<FeatureType>FEATURE_FLOOD_PLAINS</FeatureType>
					<bMakesValid>0</bMakesValid>
				</FeatureMakesValid>
				<FeatureMakesValid>
					<FeatureType>FEATURE_FOREST</FeatureType>
					<bMakesValid>0</bMakesValid>
				</FeatureMakesValid>
				<FeatureMakesValid>
					<FeatureType>FEATURE_DICHTERWALD</FeatureType>
					<bMakesValid>0</bMakesValid>
				</FeatureMakesValid>
				<FeatureMakesValid>
					<FeatureType>FEATURE_SAVANNA</FeatureType>
					<bMakesValid>0</bMakesValid>
				</FeatureMakesValid>
			</FeatureMakesValids>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_TORF</Type>
			<Description>TXT_KEY_IMPROVEMENT_TORF</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_TORF_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_TORF</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</iYieldChange>
				<iYieldChange>1</iYieldChange>
			</YieldChanges>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<iAdvancedStartCost>24</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>0</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>10</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_SWAMP</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids/>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges>
				<TechYieldChange>
					<PrereqTech>TECH_IRON_WORKING</PrereqTech>
					<TechYields>
						<iYield>0</iYield>
						<iYield>1</iYield>
						<iYield>0</iYield>
					</TechYields>
				</TechYieldChange>
			</TechYieldChanges>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_CAMP</Type>
			<Description>TXT_KEY_IMPROVEMENT_CAMP</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_CAMP_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_CAMP</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>1</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
			</YieldChanges>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<iAdvancedStartCost>24</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>200</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>5</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>5</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids>
				<FeatureMakesValid>
					<FeatureType>FEATURE_FOREST_NEW</FeatureType>
					<bMakesValid>1</bMakesValid>
				</FeatureMakesValid>
				<FeatureMakesValid>
					<FeatureType>FEATURE_FOREST</FeatureType>
					<bMakesValid>1</bMakesValid>
				</FeatureMakesValid>
				<FeatureMakesValid>
					<FeatureType>FEATURE_DICHTERWALD</FeatureType>
					<bMakesValid>1</bMakesValid>
				</FeatureMakesValid>
				<FeatureMakesValid>
					<FeatureType>FEATURE_JUNGLE</FeatureType>
					<bMakesValid>1</bMakesValid>
				</FeatureMakesValid>
				<FeatureMakesValid>
					<FeatureType>FEATURE_SAVANNA</FeatureType>
					<bMakesValid>1</bMakesValid>
				</FeatureMakesValid>
			</FeatureMakesValids>
			<BonusTypeStructs>
				<BonusTypeStruct>
					<BonusType>BONUS_DEER</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>2500</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_FUR</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>3000</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_LION</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_CAMEL</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_HUNDE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>6000</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_PIG</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_SHEEP</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_ESEL</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_COW</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_WALRUS</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_IVORY</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_IVORY2</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_BANANA</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_INCENSE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_MYRRHE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_PAPYRUS</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_DATTELN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
			</BonusTypeStructs>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges>
				<TechYieldChange>
					<PrereqTech>TECH_ARCHERY</PrereqTech>
					<TechYields>
						<iYield>0</iYield>
						<iYield>0</iYield>
						<iYield>1</iYield>
					</TechYields>
				</TechYieldChange> 
			</TechYieldChanges>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_ORE_CAMP</Type>
			<Description>TXT_KEY_IMPROVEMENT_ORE_CAMP</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_ORE_CAMP_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_ORE_CAMP</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
			</YieldChanges>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<iAdvancedStartCost>24</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>0</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>5</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids/>
			<BonusTypeStructs>
				<BonusTypeStruct>
					<BonusType>BONUS_STONE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_SALT</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_OBSIDIAN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_GEMS</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_ELEKTRON</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_GOLD</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_SILVER</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_COPPER</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
			</BonusTypeStructs>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_LUMBER_CAMP</Type>
			<Description>TXT_KEY_IMPROVEMENT_LUMBER_CAMP</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_LUMBER_CAMP_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_LUMBER_CAMP</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</iYieldChange>
				<iYieldChange>0</iYieldChange>
			</YieldChanges>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>1</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<iAdvancedStartCost>24</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>500</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>5</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>5</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids>
				<FeatureMakesValid>
					<FeatureType>FEATURE_FOREST</FeatureType>
					<bMakesValid>1</bMakesValid>
				</FeatureMakesValid>
				<FeatureMakesValid>
					<FeatureType>FEATURE_DICHTERWALD</FeatureType>
					<bMakesValid>1</bMakesValid>
				</FeatureMakesValid>
				<FeatureMakesValid>
					<FeatureType>FEATURE_JUNGLE</FeatureType>
					<bMakesValid>1</bMakesValid>
				</FeatureMakesValid>
			</FeatureMakesValids>
			<BonusTypeStructs>
				<BonusTypeStruct>
					<BonusType>BONUS_ZEDERNHOLZ</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>5000</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
			</BonusTypeStructs>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges>
				<TechYieldChange>
					<PrereqTech>TECH_IRON_WORKING</PrereqTech>
					<TechYields>
						<iYield>0</iYield>
						<iYield>1</iYield>
						<iYield>0</iYield>
					</TechYields>
				</TechYieldChange>
			</TechYieldChanges>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_FARM</Type>
			<Description>TXT_KEY_IMPROVEMENT_FARM</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_FARM_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_FARM</ArtDefineTag>
			<PrereqNatureYields>
				<iYield>1</iYield>
				<iYield>0</iYield>
				<iYield>0</iYield>
			</PrereqNatureYields>
			<IrrigatedYieldChange>
				<iYield>1</iYield>
				<iYield>0</iYield>
				<iYield>0</iYield>
			</IrrigatedYieldChange>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>1</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>1</bRequiresIrrigation>
			<bCarriesIrrigation>1</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>20</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>0</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>10</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids>
				<FeatureMakesValid>
					<FeatureType>FEATURE_FLOOD_PLAINS</FeatureType>
					<bMakesValid>1</bMakesValid>
				</FeatureMakesValid>
			</FeatureMakesValids>
			<BonusTypeStructs>
				<BonusTypeStruct>
					<BonusType>BONUS_WHEAT</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_GERSTE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_HAFER</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_ROGGEN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_HIRSE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
				 <BonusType>BONUS_RICE</BonusType>
				 <bBonusMakesValid>1</bBonusMakesValid>
				 <bBonusTrade>1</bBonusTrade>
				 <iDiscoverRand>0</iDiscoverRand>
				 <YieldChanges>
					<iYieldChange>1</iYieldChange>
					<iYieldChange>0</iYieldChange>
					<iYieldChange>0</iYieldChange>
				 </YieldChanges>
				</BonusTypeStruct>
			</BonusTypeStructs>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges>
				<TechYieldChange>
					<PrereqTech>TECH_CALENDAR</PrereqTech>
					<TechYields>
						<iYield>1</iYield>
						<iYield>0</iYield>
						<iYield>0</iYield>
					</TechYields>
				</TechYieldChange>
				<TechYieldChange>
					<PrereqTech>TECH_EISENPFLUG</PrereqTech>
					<TechYields>
						<iYield>0</iYield>
						<iYield>0</iYield>
						<iYield>1</iYield>
					</TechYields>
				</TechYieldChange>
				<TechYieldChange>
					<PrereqTech>TECH_SENSE</PrereqTech>
					<TechYields>
						<iYield>0</iYield>
						<iYield>0</iYield>
						<iYield>1</iYield>
					</TechYields>
				</TechYieldChange> 
			</TechYieldChanges>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_PASTURE</Type>
			<Description>TXT_KEY_IMPROVEMENT_PASTURE</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_PASTURE_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_PASTURE</ArtDefineTag>
			<YieldChanges/>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<iAdvancedStartCost>24</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>0</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>10</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids/>
			<BonusTypeStructs>
				<BonusTypeStruct>
					<BonusType>BONUS_PIG</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>2</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_SHEEP</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>2</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_COW</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_ESEL</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>2</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_HORSE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>2</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
			</BonusTypeStructs>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges>
				<TechYieldChange>
					<PrereqTech>TECH_KONSERVIERUNG</PrereqTech>
					<TechYields>
						<iYield>0</iYield>
						<iYield>0</iYield>
						<iYield>1</iYield>
					</TechYields>
				</TechYieldChange> 
				<TechYieldChange>
					<PrereqTech>TECH_MEDICINE2</PrereqTech>
					<TechYields>
						<iYield>1</iYield>
						<iYield>0</iYield>
						<iYield>0</iYield>
					</TechYields>
				</TechYieldChange> 
			</TechYieldChanges>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_PLANTATION</Type>
			<Description>TXT_KEY_IMPROVEMENT_PLANTATION</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_PLANTATION_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_PLANTATION</ArtDefineTag>
			<YieldChanges/>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>30</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>0</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>20</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids/>
			<BonusTypeStructs>
				<BonusTypeStruct>
					<BonusType>BONUS_BANANA</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>3</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_DYE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>3</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_INCENSE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>3</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_MYRRHE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>3</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_SILK</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>3</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_SPICES</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>3</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_PAPYRUS</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>2</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_SILPHIUM</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>3</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_DATTELN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>3</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
			</BonusTypeStructs>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_OLIVE_PRESS</Type>
			<Description>TXT_KEY_IMPROVEMENT_OLIVE_PRESS</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_OLIVE_PRESS_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_OLIVE_PRESS</ArtDefineTag>
			<YieldChanges/>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>30</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>0</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>20</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids/>
			<BonusTypeStructs>
				<BonusTypeStruct>
					<BonusType>BONUS_OLIVES</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>3</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
			</BonusTypeStructs>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_QUARRY</Type>
			<Description>TXT_KEY_IMPROVEMENT_QUARRY</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_QUARRY_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_QUARRY</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</iYieldChange>
				<iYieldChange>0</iYieldChange>
			</YieldChanges>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>1</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<iAdvancedStartCost>36</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>10</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>20</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids/>
			<BonusTypeStructs>
				<BonusTypeStruct>
					<BonusType>BONUS_MARBLE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>7000</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_STONE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>8000</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_SALT</BonusType>
					<bBonusMakesValid>0</bBonusMakesValid>
					<bBonusTrade>0</bBonusTrade>
					<iDiscoverRand>8000</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_GEMS</BonusType>
					<bBonusMakesValid>0</bBonusMakesValid>
					<bBonusTrade>0</bBonusTrade>
					<iDiscoverRand>7000</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_GOLD</BonusType>
					<bBonusMakesValid>0</bBonusMakesValid>
					<bBonusTrade>0</bBonusTrade>
					<iDiscoverRand>7000</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_SILVER</BonusType>
					<bBonusMakesValid>0</bBonusMakesValid>
					<bBonusTrade>0</bBonusTrade>
					<iDiscoverRand>7000</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_ELEKTRON</BonusType>
					<bBonusMakesValid>0</bBonusMakesValid>
					<bBonusTrade>0</bBonusTrade>
					<iDiscoverRand>7000</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_OBSIDIAN</BonusType>
					<bBonusMakesValid>0</bBonusMakesValid>
					<bBonusTrade>0</bBonusTrade>
					<iDiscoverRand>7000</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_COAL</BonusType>
					<bBonusMakesValid>0</bBonusMakesValid>
					<bBonusTrade>0</bBonusTrade>
					<iDiscoverRand>6000</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_COPPER</BonusType>
					<bBonusMakesValid>0</bBonusMakesValid>
					<bBonusTrade>0</bBonusTrade>
					<iDiscoverRand>6000</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_ZINN</BonusType>
					<bBonusMakesValid>0</bBonusMakesValid>
					<bBonusTrade>0</bBonusTrade>
					<iDiscoverRand>6000</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_ZINK</BonusType>
					<bBonusMakesValid>0</bBonusMakesValid>
					<bBonusTrade>0</bBonusTrade>
					<iDiscoverRand>6000</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_IRON</BonusType>
					<bBonusMakesValid>0</bBonusMakesValid>
					<bBonusTrade>0</bBonusTrade>
					<iDiscoverRand>5000</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_MAGNETIT</BonusType>
					<bBonusMakesValid>0</bBonusMakesValid>
					<bBonusTrade>0</bBonusTrade>
					<iDiscoverRand>4000</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
			</BonusTypeStructs>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges>
				<TechYieldChange>
					<PrereqTech>TECH_CONSTRUCTION</PrereqTech>
					<TechYields>
						<iYield>0</iYield>
						<iYield>0</iYield>
						<iYield>1</iYield>
					</TechYields>
				</TechYieldChange>
				<TechYieldChange>
					<PrereqTech>TECH_MECHANIK</PrereqTech>
					<TechYields>
						<iYield>0</iYield>
						<iYield>1</iYield>
						<iYield>0</iYield>
					</TechYields>
				</TechYieldChange>
				<TechYieldChange>
					<PrereqTech>TECH_ERDBESTATTUNG</PrereqTech>
					<TechYields>
						<iYield>0</iYield>
						<iYield>0</iYield>
						<iYield>1</iYield>
					</TechYields>
				</TechYieldChange>
			</TechYieldChanges>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_MINE</Type>
			<Description>TXT_KEY_IMPROVEMENT_MINE</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_MINE_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_MINE</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</iYieldChange>
				<iYieldChange>1</iYieldChange>
			</YieldChanges>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<iAdvancedStartCost>24</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>10</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>20</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids/>
			<BonusTypeStructs>
				<BonusTypeStruct>
					<BonusType>BONUS_OBSIDIAN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_COAL</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>2</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_COPPER</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>2</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_ZINN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>2</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_ZINK</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>2</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_IRON</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>2</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_MAGNETIT</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>2</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_OREICHALKOS</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>2</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_GEMS</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>-1</iYieldChange>
						<iYieldChange>3</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_GOLD</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>-1</iYieldChange>
						<iYieldChange>3</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_ELEKTRON</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>-1</iYieldChange>
						<iYieldChange>3</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_SILVER</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>-1</iYieldChange>
						<iYieldChange>3</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
			</BonusTypeStructs>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges>
				<TechYieldChange>
					<PrereqTech>TECH_MECHANIK</PrereqTech>
					<TechYields>
						<iYield>0</iYield>
						<iYield>1</iYield>
						<iYield>0</iYield>
					</TechYields>
				</TechYieldChange>
			</TechYieldChanges>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_SALTMINE</Type>
			<Description>TXT_KEY_IMPROVEMENT_SALTMINE</Description>
			<Civilopedia>TXT_KEY_BONUS_SALT_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_SALTMINE</ArtDefineTag>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<iAdvancedStartCost>24</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>10</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>20</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids/>
			<BonusTypeStructs>
				<BonusTypeStruct>
					<BonusType>BONUS_SALT</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
			</BonusTypeStructs>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges>
				<TechYieldChange>
					<PrereqTech>TECH_KONSERVIERUNG</PrereqTech>
					<TechYields>
						<iYield>0</iYield>
						<iYield>0</iYield>
						<iYield>2</iYield>
					</TechYields>
				</TechYieldChange>
				<TechYieldChange>
					<PrereqTech>TECH_WARENHANDEL</PrereqTech>
					<TechYields>
						<iYield>0</iYield>
						<iYield>0</iYield>
						<iYield>4</iYield>
					</TechYields>
				</TechYieldChange>
				<TechYieldChange>
					<PrereqTech>TECH_MUENZEN</PrereqTech>
					<TechYields>
						<iYield>0</iYield>
						<iYield>0</iYield>
						<iYield>-4</iYield>
					</TechYields>
				</TechYieldChange>
			</TechYieldChanges>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_WINERY</Type>
			<Description>TXT_KEY_IMPROVEMENT_WINERY</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_WINERY_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_WINERY</ArtDefineTag>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>30</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>5</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>20</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids/>
			<BonusTypeStructs>
				<BonusTypeStruct>
					<BonusType>BONUS_GRAPES</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>2</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
			</BonusTypeStructs>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges>
				<TechYieldChange>
					<PrereqTech>TECH_DIONYSOS</PrereqTech>
					<TechYields>
						<iYield>0</iYield>
						<iYield>0</iYield>
						<iYield>2</iYield>
					</TechYields>
				</TechYieldChange>
			</TechYieldChanges>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_COTTAGE_HILL</Type>
			<Description>TXT_KEY_IMPROVEMENT_COTTAGE_HILL</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_COTTAGE_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_COTTAGE_HILL</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</iYieldChange>
			</YieldChanges>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>1</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>24</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>30</iUpgradeTime>
			<iAirBombDefense>5</iAirBombDefense>
			<iDefenseModifier>5</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>10</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids/>
			<BonusTypeStructs>
				<BonusTypeStruct>
					<BonusType>BONUS_BALEAREN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_TEUTONEN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_BAKTRIEN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_KRETA</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_MARS</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_THRAKIEN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
			</BonusTypeStructs>
			<ImprovementPillage/>
			<ImprovementUpgrade>IMPROVEMENT_HAMLET_HILL</ImprovementUpgrade>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_HAMLET_HILL</Type>
			<Description>TXT_KEY_IMPROVEMENT_HAMLET_HILL</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_HAMLET_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_HAMLET_HILL</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>2</iYieldChange>
			</YieldChanges>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>30</iUpgradeTime>
			<iAirBombDefense>5</iAirBombDefense>
			<iDefenseModifier>10</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>15</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids/>
			<BonusTypeStructs>
				<BonusTypeStruct>
					<BonusType>BONUS_BALEAREN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_TEUTONEN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_BAKTRIEN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_KRETA</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_MARS</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_THRAKIEN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
			</BonusTypeStructs>
			<ImprovementPillage>IMPROVEMENT_COTTAGE_HILL</ImprovementPillage>
			<ImprovementUpgrade>IMPROVEMENT_VILLAGE_HILL</ImprovementUpgrade>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_VILLAGE_HILL</Type>
			<Description>TXT_KEY_IMPROVEMENT_VILLAGE_HILL</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_VILLAGE_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_VILLAGE_HILL</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>1</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>2</iYieldChange>
			</YieldChanges>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>5</iAirBombDefense>
			<iDefenseModifier>15</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>20</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids/>
			<BonusTypeStructs>
				<BonusTypeStruct>
					<BonusType>BONUS_BALEAREN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_TEUTONEN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_BAKTRIEN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_KRETA</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_MARS</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_THRAKIEN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
			</BonusTypeStructs>
			<ImprovementPillage>IMPROVEMENT_HAMLET_HILL</ImprovementPillage>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_COTTAGE</Type>
			<Description>TXT_KEY_IMPROVEMENT_COTTAGE</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_COTTAGE_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_COTTAGE</ArtDefineTag>
			<PrereqNatureYields>
				<iYield>1</iYield>
				<iYield>0</iYield>
				<iYield>0</iYield>
			</PrereqNatureYields>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</iYieldChange>
			</YieldChanges>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>1</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>24</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>20</iUpgradeTime>
			<iAirBombDefense>5</iAirBombDefense>
			<iDefenseModifier>5</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>10</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids>
				<FeatureMakesValid>
					<FeatureType>FEATURE_FLOOD_PLAINS</FeatureType>
					<bMakesValid>1</bMakesValid>
				</FeatureMakesValid>
			</FeatureMakesValids>
			<BonusTypeStructs>
				<BonusTypeStruct>
					<BonusType>BONUS_BERNSTEIN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_BALEAREN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_TEUTONEN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_BAKTRIEN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_KRETA</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_MARS</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_THRAKIEN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
			</BonusTypeStructs>
			<ImprovementPillage/>
			<ImprovementUpgrade>IMPROVEMENT_HAMLET</ImprovementUpgrade>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_HAMLET</Type>
			<Description>TXT_KEY_IMPROVEMENT_HAMLET</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_HAMLET_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_HAMLET</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>2</iYieldChange>
			</YieldChanges>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>30</iUpgradeTime>
			<iAirBombDefense>5</iAirBombDefense>
			<iDefenseModifier>10</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>20</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids/>
			<BonusTypeStructs>
				<BonusTypeStruct>
					<BonusType>BONUS_BERNSTEIN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_BALEAREN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_TEUTONEN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_BAKTRIEN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_KRETA</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_MARS</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_THRAKIEN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
			</BonusTypeStructs>
			<ImprovementPillage>IMPROVEMENT_COTTAGE</ImprovementPillage>
			<ImprovementUpgrade>IMPROVEMENT_VILLAGE</ImprovementUpgrade>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_VILLAGE</Type>
			<Description>TXT_KEY_IMPROVEMENT_VILLAGE</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_VILLAGE_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_VILLAGE</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>-1</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>3</iYieldChange>
			</YieldChanges>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>40</iUpgradeTime>
			<iAirBombDefense>5</iAirBombDefense>
			<iDefenseModifier>15</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>30</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids/>
			<BonusTypeStructs>
				<BonusTypeStruct>
					<BonusType>BONUS_BERNSTEIN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_BALEAREN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_TEUTONEN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_BAKTRIEN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_KRETA</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_MARS</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_THRAKIEN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
			</BonusTypeStructs>
			<ImprovementPillage>IMPROVEMENT_HAMLET</ImprovementPillage>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_TOWN</Type>
			<Description>TXT_KEY_IMPROVEMENT_TOWN</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_TOWN_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_TOWN</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>-1</iYieldChange>
				<iYieldChange>1</iYieldChange>
				<iYieldChange>4</iYieldChange>
			</YieldChanges>
			<bActsAsCity>1</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>5</iAirBombDefense>
			<iDefenseModifier>20</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>40</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids/>
			<BonusTypeStructs>
				<BonusTypeStruct>
					<BonusType>BONUS_BERNSTEIN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_BALEAREN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_TEUTONEN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_BAKTRIEN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_KRETA</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_MARS</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_THRAKIEN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
			</BonusTypeStructs>
			<ImprovementPillage>IMPROVEMENT_VILLAGE</ImprovementPillage>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
	 <ImprovementInfo>
			<Type>IMPROVEMENT_LATIFUNDIUM1</Type>
			<Description>TXT_KEY_IMPROVEMENT_LATIFUNDIUM1</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_LATIFUNDIUM_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_LATIFUNDIUM1</ArtDefineTag>
			<PrereqNatureYields>
				<iYield>2</iYield>
				<iYield>0</iYield>
				<iYield>0</iYield>
			</PrereqNatureYields>
			<YieldChanges>
				<iYieldChange>2</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</iYieldChange>
			</YieldChanges>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>1</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>24</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>0</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>10</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids/>
			<BonusTypeStructs>
				<BonusTypeStruct>
					<BonusType>BONUS_WHEAT</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_GERSTE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_HAFER</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_ROGGEN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_HIRSE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
				 <BonusType>BONUS_RICE</BonusType>
				 <bBonusMakesValid>1</bBonusMakesValid>
				 <bBonusTrade>1</bBonusTrade>
				 <iDiscoverRand>0</iDiscoverRand>
				 <YieldChanges>
					<iYieldChange>1</iYieldChange>
					<iYieldChange>0</iYieldChange>
					<iYieldChange>0</iYieldChange>
				 </YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_COW</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_PIG</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>2</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_SHEEP</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_ESEL</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_HORSE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_HUNDE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>2</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_OLIVES</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>3</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_DATTELN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>2</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_GRAPES</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>2</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
			</BonusTypeStructs>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_LATIFUNDIUM2</Type>
			<Description>TXT_KEY_IMPROVEMENT_LATIFUNDIUM2</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_LATIFUNDIUM_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_LATIFUNDIUM2</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>2</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>2</iYieldChange>
			</YieldChanges>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>1</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>20</iUpgradeTime>
			<iAirBombDefense>0</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>15</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids/>
			<BonusTypeStructs>
				<BonusTypeStruct>
					<BonusType>BONUS_WHEAT</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_GERSTE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_HAFER</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_ROGGEN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_HIRSE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
				 <BonusType>BONUS_RICE</BonusType>
				 <bBonusMakesValid>1</bBonusMakesValid>
				 <bBonusTrade>1</bBonusTrade>
				 <iDiscoverRand>0</iDiscoverRand>
				 <YieldChanges>
					<iYieldChange>1</iYieldChange>
					<iYieldChange>0</iYieldChange>
					<iYieldChange>0</iYieldChange>
				 </YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_COW</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_PIG</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>2</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_SHEEP</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_ESEL</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_HORSE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_HUNDE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>2</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_OLIVES</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>3</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_DATTELN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>2</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_GRAPES</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>2</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
			</BonusTypeStructs>
			<ImprovementPillage>IMPROVEMENT_LATIFUNDIUM1</ImprovementPillage>
			<ImprovementUpgrade>IMPROVEMENT_LATIFUNDIUM1</ImprovementUpgrade>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_LATIFUNDIUM3</Type>
			<Description>TXT_KEY_IMPROVEMENT_LATIFUNDIUM3</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_LATIFUNDIUM_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_LATIFUNDIUM3</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>3</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>2</iYieldChange>
			</YieldChanges>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>1</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>20</iUpgradeTime>
			<iAirBombDefense>0</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>20</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids/>
			<BonusTypeStructs>
				<BonusTypeStruct>
					<BonusType>BONUS_WHEAT</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_GERSTE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_HAFER</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_ROGGEN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_HIRSE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
				 <BonusType>BONUS_RICE</BonusType>
				 <bBonusMakesValid>1</bBonusMakesValid>
				 <bBonusTrade>1</bBonusTrade>
				 <iDiscoverRand>0</iDiscoverRand>
				 <YieldChanges>
					<iYieldChange>1</iYieldChange>
					<iYieldChange>0</iYieldChange>
					<iYieldChange>0</iYieldChange>
				 </YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_COW</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_PIG</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>2</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_SHEEP</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_ESEL</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_HORSE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_HUNDE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>2</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_OLIVES</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>3</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_DATTELN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>2</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_GRAPES</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>2</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
			</BonusTypeStructs>
			<ImprovementPillage>IMPROVEMENT_LATIFUNDIUM2</ImprovementPillage>
			<ImprovementUpgrade>IMPROVEMENT_LATIFUNDIUM2</ImprovementUpgrade>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_LATIFUNDIUM4</Type>
			<Description>TXT_KEY_IMPROVEMENT_LATIFUNDIUM4</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_LATIFUNDIUM_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_LATIFUNDIUM4</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>3</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>3</iYieldChange>
			</YieldChanges>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>1</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>20</iUpgradeTime>
			<iAirBombDefense>0</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>20</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids/>
			<BonusTypeStructs>
				<BonusTypeStruct>
					<BonusType>BONUS_WHEAT</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_GERSTE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_HAFER</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_ROGGEN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_HIRSE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
				 <BonusType>BONUS_RICE</BonusType>
				 <bBonusMakesValid>1</bBonusMakesValid>
				 <bBonusTrade>1</bBonusTrade>
				 <iDiscoverRand>0</iDiscoverRand>
				 <YieldChanges>
					<iYieldChange>1</iYieldChange>
					<iYieldChange>0</iYieldChange>
					<iYieldChange>0</iYieldChange>
				 </YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_COW</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_PIG</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>2</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_SHEEP</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_ESEL</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_HORSE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_HUNDE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>2</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_OLIVES</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>3</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_DATTELN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>2</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_GRAPES</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>2</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
			</BonusTypeStructs>
			<ImprovementPillage>IMPROVEMENT_LATIFUNDIUM3</ImprovementPillage>
			<ImprovementUpgrade>IMPROVEMENT_LATIFUNDIUM3</ImprovementUpgrade>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_LATIFUNDIUM5</Type>
			<Description>TXT_KEY_IMPROVEMENT_LATIFUNDIUM5</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_LATIFUNDIUM_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_LATIFUNDIUM5</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>4</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>4</iYieldChange>
			</YieldChanges>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>1</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>20</iUpgradeTime>
			<iAirBombDefense>0</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>25</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids/>
			<BonusTypeStructs>
				<BonusTypeStruct>
					<BonusType>BONUS_WHEAT</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_GERSTE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_HAFER</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_ROGGEN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_HIRSE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
				 <BonusType>BONUS_RICE</BonusType>
				 <bBonusMakesValid>1</bBonusMakesValid>
				 <bBonusTrade>1</bBonusTrade>
				 <iDiscoverRand>0</iDiscoverRand>
				 <YieldChanges>
					<iYieldChange>1</iYieldChange>
					<iYieldChange>0</iYieldChange>
					<iYieldChange>0</iYieldChange>
				 </YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_COW</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_PIG</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>2</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_SHEEP</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_ESEL</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_HORSE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_HUNDE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>2</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_OLIVES</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>3</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_DATTELN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>2</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_GRAPES</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>2</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
			</BonusTypeStructs>
			<ImprovementPillage>IMPROVEMENT_LATIFUNDIUM4</ImprovementPillage>
			<ImprovementUpgrade>IMPROVEMENT_LATIFUNDIUM4</ImprovementUpgrade>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_KOLONAT</Type>
			<Description>TXT_KEY_IMPROVEMENT_KOLONAT</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_KOLONAT_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_LATIFUNDIUM6</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>3</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>3</iYieldChange>
			</YieldChanges>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>1</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>0</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>20</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids/>
			<BonusTypeStructs>
				<BonusTypeStruct>
					<BonusType>BONUS_WHEAT</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_GERSTE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_HAFER</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_ROGGEN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_HIRSE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
				 <BonusType>BONUS_RICE</BonusType>
				 <bBonusMakesValid>1</bBonusMakesValid>
				 <bBonusTrade>1</bBonusTrade>
				 <iDiscoverRand>0</iDiscoverRand>
				 <YieldChanges>
					<iYieldChange>1</iYieldChange>
					<iYieldChange>0</iYieldChange>
					<iYieldChange>0</iYieldChange>
				 </YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_COW</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_PIG</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>2</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_SHEEP</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_ESEL</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_HORSE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_HUNDE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>2</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_OLIVES</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>3</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_DATTELN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>2</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_GRAPES</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>2</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
			</BonusTypeStructs>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_TURM</Type>
			<Description>TXT_KEY_IMPROVEMENT_TURM</Description>
			<Civilopedia/>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_TURM</ArtDefineTag>
			<YieldChanges/>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>5</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>0</iAirBombDefense>
			<iDefenseModifier>10</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>0</iPillageGold>
			<bOutsideBorders>1</bOutsideBorders>
			<TerrainMakesValids>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids/>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_TURM2</Type>
			<Description>TXT_KEY_IMPROVEMENT_TURM2</Description>
			<Civilopedia/>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_TURM2</ArtDefineTag>
			<YieldChanges/>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>10</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>10</iAirBombDefense>
			<iDefenseModifier>20</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>10</iPillageGold>
			<bOutsideBorders>1</bOutsideBorders>
			<TerrainMakesValids>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids/>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_FORT</Type>
			<Description>TXT_KEY_IMPROVEMENT_FORT</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_FORT_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_FORT</ArtDefineTag>
			<YieldChanges/>
			<bActsAsCity>1</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>30</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>20</iAirBombDefense>
			<iDefenseModifier>35</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>15</iPillageGold>
			<bOutsideBorders>1</bOutsideBorders>
			<TerrainMakesValids>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids/>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_FORT2</Type>
			<Description>TXT_KEY_IMPROVEMENT_FORT2</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_FORT_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_FORT2</ArtDefineTag>
			<YieldChanges/>
			<bActsAsCity>1</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>45</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>30</iAirBombDefense>
			<iDefenseModifier>50</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>20</iPillageGold>
			<bOutsideBorders>1</bOutsideBorders>
			<TerrainMakesValids>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids/>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_HANDELSPOSTEN</Type>
			<Description>TXT_KEY_IMPROVEMENT_HANDELSPOSTEN</Description>
			<Civilopedia>TXT_KEY_HANDELSPOSTEN_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_HANDELSPOSTEN</ArtDefineTag>
			<YieldChanges/>
			<bActsAsCity>1</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>30</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>0</iAirBombDefense>
			<iDefenseModifier>10</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>20</iPillageGold>
			<bOutsideBorders>1</bOutsideBorders>
			<TerrainMakesValids>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids/>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_CAVE</Type>
			<Description>TXT_KEY_IMPROVEMENT_CAVE</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_CAVE_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_CAVE</ArtDefineTag>
			<YieldChanges/>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>0</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>0</iAirBombDefense>
			<iDefenseModifier>25</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>0</iPillageGold>
			<bOutsideBorders>1</bOutsideBorders>
			<TerrainMakesValids>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids/>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_SMOKE</Type>
			<Description>TXT_KEY_IMPROVEMENT_SMOKE</Description>
			<Civilopedia></Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_SMOKE</ArtDefineTag>
			<YieldChanges/>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>1</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>0</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>0</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>0</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids/>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_LIMES1</Type>
			<Description>TXT_KEY_IMPROVEMENT_LIMES1</Description>
			<Civilopedia>TXT_KEY_BUILDING_LIMES_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_LIMES1</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</iYieldChange>
			</YieldChanges>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>10</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>10</iAirBombDefense>
			<iDefenseModifier>10</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>10</iPillageGold>
			<bOutsideBorders>1</bOutsideBorders>
			<TerrainMakesValids>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids/>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_LIMES2</Type>
			<Description>TXT_KEY_IMPROVEMENT_LIMES2</Description>
			<Civilopedia>TXT_KEY_BUILDING_LIMES_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_LIMES2</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</iYieldChange>
			</YieldChanges>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>10</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>10</iAirBombDefense>
			<iDefenseModifier>10</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>10</iPillageGold>
			<bOutsideBorders>1</bOutsideBorders>
			<TerrainMakesValids>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids/>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_LIMES3</Type>
			<Description>TXT_KEY_IMPROVEMENT_LIMES3</Description>
			<Civilopedia>TXT_KEY_BUILDING_LIMES_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_LIMES3</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</iYieldChange>
			</YieldChanges>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>10</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>10</iAirBombDefense>
			<iDefenseModifier>10</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>10</iPillageGold>
			<bOutsideBorders>1</bOutsideBorders>
			<TerrainMakesValids>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids/>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_LIMES4</Type>
			<Description>TXT_KEY_IMPROVEMENT_LIMES4</Description>
			<Civilopedia>TXT_KEY_BUILDING_LIMES_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_LIMES4</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</iYieldChange>
			</YieldChanges>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>10</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>10</iAirBombDefense>
			<iDefenseModifier>10</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>10</iPillageGold>
			<bOutsideBorders>1</bOutsideBorders>
			<TerrainMakesValids>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids/>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_LIMES5</Type>
			<Description>TXT_KEY_IMPROVEMENT_LIMES5</Description>
			<Civilopedia>TXT_KEY_BUILDING_LIMES_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_LIMES5</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</iYieldChange>
			</YieldChanges>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>10</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>10</iAirBombDefense>
			<iDefenseModifier>10</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>10</iPillageGold>
			<bOutsideBorders>1</bOutsideBorders>
			<TerrainMakesValids>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids/>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_LIMES6</Type>
			<Description>TXT_KEY_IMPROVEMENT_LIMES6</Description>
			<Civilopedia>TXT_KEY_BUILDING_LIMES_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_LIMES6</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</iYieldChange>
			</YieldChanges>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>10</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>10</iAirBombDefense>
			<iDefenseModifier>10</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>10</iPillageGold>
			<bOutsideBorders>1</bOutsideBorders>
			<TerrainMakesValids>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids/>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_LIMES7</Type>
			<Description>TXT_KEY_IMPROVEMENT_LIMES7</Description>
			<Civilopedia>TXT_KEY_BUILDING_LIMES_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_LIMES7</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</iYieldChange>
			</YieldChanges>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>10</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>10</iAirBombDefense>
			<iDefenseModifier>10</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>10</iPillageGold>
			<bOutsideBorders>1</bOutsideBorders>
			<TerrainMakesValids>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids/>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_LIMES8</Type>
			<Description>TXT_KEY_IMPROVEMENT_LIMES8</Description>
			<Civilopedia>TXT_KEY_BUILDING_LIMES_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_LIMES8</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</iYieldChange>
			</YieldChanges>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>10</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>10</iAirBombDefense>
			<iDefenseModifier>10</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>10</iPillageGold>
			<bOutsideBorders>1</bOutsideBorders>
			<TerrainMakesValids>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids/>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_LIMES9</Type>
			<Description>TXT_KEY_IMPROVEMENT_LIMES9</Description>
			<Civilopedia>TXT_KEY_BUILDING_LIMES_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_LIMES9</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</iYieldChange>
			</YieldChanges>
			<bActsAsCity>1</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>10</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>10</iAirBombDefense>
			<iDefenseModifier>15</iDefenseModifier>
			<iHappiness>1</iHappiness>
			<iPillageGold>20</iPillageGold>
			<bOutsideBorders>1</bOutsideBorders>
			<TerrainMakesValids>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids/>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges>
				<RouteYieldChange>
					<RouteType>ROUTE_TRADE_ROAD</RouteType>
					<RouteYields>
						<iYield>1</iYield>
						<iYield>1</iYield>
						<iYield>1</iYield>
					</RouteYields>
				</RouteYieldChange>
			</RouteYieldChanges>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_LIMES2_1</Type>
			<Description>TXT_KEY_IMPROVEMENT_LIMES2_1</Description>
			<Civilopedia>TXT_KEY_BUILDING_LIMES_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_LIMES2_1</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</iYieldChange>
			</YieldChanges>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>30</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>20</iAirBombDefense>
			<iDefenseModifier>20</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>10</iPillageGold>
			<bOutsideBorders>1</bOutsideBorders>
			<TerrainMakesValids>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids/>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_LIMES2_2</Type>
			<Description>TXT_KEY_IMPROVEMENT_LIMES2_2</Description>
			<Civilopedia>TXT_KEY_BUILDING_LIMES_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_LIMES2_2</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</iYieldChange>
			</YieldChanges>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>30</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>20</iAirBombDefense>
			<iDefenseModifier>20</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>10</iPillageGold>
			<bOutsideBorders>1</bOutsideBorders>
			<TerrainMakesValids>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids/>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_LIMES2_3</Type>
			<Description>TXT_KEY_IMPROVEMENT_LIMES2_3</Description>
			<Civilopedia>TXT_KEY_BUILDING_LIMES_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_LIMES2_3</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</iYieldChange>
			</YieldChanges>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>30</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>20</iAirBombDefense>
			<iDefenseModifier>20</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>10</iPillageGold>
			<bOutsideBorders>1</bOutsideBorders>
			<TerrainMakesValids>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids/>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_LIMES2_4</Type>
			<Description>TXT_KEY_IMPROVEMENT_LIMES2_4</Description>
			<Civilopedia>TXT_KEY_BUILDING_LIMES_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_LIMES2_4</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</iYieldChange>
			</YieldChanges>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>30</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>20</iAirBombDefense>
			<iDefenseModifier>20</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>10</iPillageGold>
			<bOutsideBorders>1</bOutsideBorders>
			<TerrainMakesValids>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids/>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_LIMES2_5</Type>
			<Description>TXT_KEY_IMPROVEMENT_LIMES2_5</Description>
			<Civilopedia>TXT_KEY_BUILDING_LIMES_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_LIMES2_5</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</iYieldChange>
			</YieldChanges>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>30</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>20</iAirBombDefense>
			<iDefenseModifier>20</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>10</iPillageGold>
			<bOutsideBorders>1</bOutsideBorders>
			<TerrainMakesValids>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids/>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_LIMES2_6</Type>
			<Description>TXT_KEY_IMPROVEMENT_LIMES2_6</Description>
			<Civilopedia>TXT_KEY_BUILDING_LIMES_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_LIMES2_6</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</iYieldChange>
			</YieldChanges>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>30</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>20</iAirBombDefense>
			<iDefenseModifier>20</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>10</iPillageGold>
			<bOutsideBorders>1</bOutsideBorders>
			<TerrainMakesValids>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids/>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_LIMES2_7</Type>
			<Description>TXT_KEY_IMPROVEMENT_LIMES2_7</Description>
			<Civilopedia>TXT_KEY_BUILDING_LIMES_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_LIMES2_7</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</iYieldChange>
			</YieldChanges>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>30</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>20</iAirBombDefense>
			<iDefenseModifier>20</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>10</iPillageGold>
			<bOutsideBorders>1</bOutsideBorders>
			<TerrainMakesValids>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids/>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_LIMES2_8</Type>
			<Description>TXT_KEY_IMPROVEMENT_LIMES2_8</Description>
			<Civilopedia>TXT_KEY_BUILDING_LIMES_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_LIMES2_8</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</iYieldChange>
			</YieldChanges>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>30</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>20</iAirBombDefense>
			<iDefenseModifier>20</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>10</iPillageGold>
			<bOutsideBorders>1</bOutsideBorders>
			<TerrainMakesValids>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids/>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_LIMES2_9</Type>
			<Description>TXT_KEY_IMPROVEMENT_LIMES2_9</Description>
			<Civilopedia>TXT_KEY_BUILDING_LIMES_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_LIMES2_9</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</iYieldChange>
			</YieldChanges>
			<bActsAsCity>1</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>30</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>25</iAirBombDefense>
			<iDefenseModifier>25</iDefenseModifier>
			<iHappiness>1</iHappiness>
			<iPillageGold>20</iPillageGold>
			<bOutsideBorders>1</bOutsideBorders>
			<TerrainMakesValids>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids/>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges>
				<RouteYieldChange>
					<RouteType>ROUTE_TRADE_ROAD</RouteType>
					<RouteYields>
						<iYield>1</iYield>
						<iYield>1</iYield>
						<iYield>1</iYield>
					</RouteYields>
				</RouteYieldChange>
			</RouteYieldChanges>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_KASTELL</Type>
			<Description>TXT_KEY_BUILDING_KASTELL</Description>
			<Civilopedia>TXT_KEY_BUILDING_KASTELL_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_KASTELL</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>2</iYieldChange>
				<iYieldChange>2</iYieldChange>
			</YieldChanges>
			<bActsAsCity>1</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>1</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>50</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>25</iAirBombDefense>
			<iDefenseModifier>50</iDefenseModifier>
			<iHappiness>2</iHappiness>
			<iPillageGold>50</iPillageGold>
			<bOutsideBorders>1</bOutsideBorders>
			<TerrainMakesValids>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids/>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_BARBARENFORT</Type>
			<Description>TXT_KEY_IMPROVEMENT_BARBARENFORT</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_BARBARENFORT_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_BARBARENFORT</ArtDefineTag>
			<YieldChanges/>
			<bActsAsCity>1</bActsAsCity>
			<bHillsMakesValid>1</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>40</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>100</iTilesPerGoody>
			<iGoodyRange>4</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>30</iAirBombDefense>
			<iDefenseModifier>50</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>0</iPillageGold>
			<bOutsideBorders>1</bOutsideBorders>
			<TerrainMakesValids>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids/>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
	</ImprovementInfos>
</Civ4ImprovementInfos>