<?xml version="1.0" encoding="UTF-8"?>
<!-- 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 -->
<Civ4FeatureInfos xmlns="x-schema:CIV4TerrainSchema.xml">
	<FeatureInfos>
		<FeatureInfo>
			<Type>FEATURE_ICE</Type>
			<Description>TXT_KEY_FEATURE_ICE</Description>
			<Civilopedia>TXT_KEY_FEATURE_ICE_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_FEATURE_ICE</ArtDefineTag>
			<YieldChanges/>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>1</iMovement>
			<iSeeThrough>0</iSeeThrough>
			<iHealthPercent>0</iHealthPercent>
			<iDefense>-20</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>0</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>10</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>1</bImpassable>
			<bNoCity>1</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans>
				<TerrainBoolean>
					<TerrainType>TERRAIN_COAST</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_OCEAN</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_DEEP_OCEAN</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
			</TerrainBooleans>
			<FootstepSounds>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_SNOW</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_SNOW</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_SNOW</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_SNOW</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
			</FootstepSounds>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_JUNGLE</Type>
			<Description>TXT_KEY_FEATURE_JUNGLE</Description>
			<Civilopedia>TXT_KEY_FEATURE_JUNGLE_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_FEATURE_JUNGLE</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</iYieldChange>
				<iYieldChange>0</iYieldChange>
			</YieldChanges>
			<RiverYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</iYieldChange>
			</RiverYieldChange>
			<HillsYieldChange/>
			<iMovement>2</iMovement>
			<iSeeThrough>1</iSeeThrough>
			<iHealthPercent>-25</iHealthPercent>
			<iDefense>30</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>0</iDisappearance>
			<iGrowth>4</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans>
				<TerrainBoolean>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_SWAMP</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
			</TerrainBooleans>
			<FootstepSounds>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_HORSE_RUN_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TANK_LOOP_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TANK_END_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_MOD_ARMOUR_LOOP_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_MOD_ARMOUR_END_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ARTILL_RUN_LOOP_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ARTILL_RUN_END_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TREBUCHET_RUN_LEAVES</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TREBUCHET_STOP_LEAVES</FootstepAudioScript>
				</FootstepSound>
			</FootstepSounds>
			<WorldSoundscapeAudioScript>ASSS_JUNGLE_SELECT_AMB</WorldSoundscapeAudioScript>
			<EffectType>EFFECT_BIRDSCATTER</EffectType>
			<iEffectProbability>20</iEffectProbability>
			<iAdvancedStartRemoveCost>40</iAdvancedStartRemoveCost>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_SAVANNA</Type>
			<Description>TXT_KEY_FEATURE_SAVANNA</Description>
			<Civilopedia>TXT_KEY_FEATURE_SAVANNA_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_FEATURE_SAVANNA</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</iYieldChange>
			</YieldChanges>
			<RiverYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</iYieldChange>
			</RiverYieldChange>
			<HillsYieldChange/>
			<iMovement>0</iMovement>
			<iSeeThrough>0</iSeeThrough>
			<iHealthPercent>40</iHealthPercent>
			<iDefense>10</iDefense>
			<iAppearance>1000</iAppearance>
			<iDisappearance>0</iDisappearance>
			<iGrowth>7</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans>
				<TerrainBoolean>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
			</TerrainBooleans>
			<FootstepSounds>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
			</FootstepSounds>
			<WorldSoundscapeAudioScript>ASSS_FOREST_SELECT_AMB</WorldSoundscapeAudioScript>
			<EffectType>EFFECT_BIRDSCATTER</EffectType>
			<iEffectProbability>15</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_FOREST</Type>
			<Description>TXT_KEY_FEATURE_FOREST</Description>
			<Civilopedia>TXT_KEY_FEATURE_FOREST_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_FEATURE_FOREST</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</iYieldChange>
				<iYieldChange>0</iYieldChange>
			</YieldChanges>
			<RiverYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</iYieldChange>
			</RiverYieldChange>
			<HillsYieldChange/>
			<iMovement>1</iMovement>
			<iSeeThrough>1</iSeeThrough>
			<iHealthPercent>40</iHealthPercent>
			<iDefense>20</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>0</iDisappearance>
			<iGrowth>6</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans>
				<TerrainBoolean>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_SWAMP</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
			</TerrainBooleans>
			<FootstepSounds>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_HORSE_RUN_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TANK_LOOP_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TANK_END_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_MOD_ARMOUR_LOOP_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_MOD_ARMOUR_END_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ARTILL_RUN_LOOP_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ARTILL_RUN_END_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TREBUCHET_RUN_LEAVES</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TREBUCHET_STOP_LEAVES</FootstepAudioScript>
				</FootstepSound>
			</FootstepSounds>
			<WorldSoundscapeAudioScript>ASSS_FOREST_SELECT_AMB</WorldSoundscapeAudioScript>
			<EffectType>EFFECT_BIRDSCATTER</EffectType>
			<iEffectProbability>20</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_DICHTERWALD</Type>
			<Description>TXT_KEY_FEATURE_DICHTERWALD</Description>
			<Civilopedia>TXT_KEY_FEATURE_DICHTERWALD_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_FEATURE_DICHTERWALD</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>2</iYieldChange>
				<iYieldChange>0</iYieldChange>
			</YieldChanges>
			<RiverYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</iYieldChange>
			</RiverYieldChange>
			<HillsYieldChange/>
			<iMovement>2</iMovement>
			<iSeeThrough>1</iSeeThrough>
			<iHealthPercent>0</iHealthPercent>
			<iDefense>40</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>0</iDisappearance>
			<iGrowth>4</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>1</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans>
				<TerrainBoolean>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_SWAMP</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
			</TerrainBooleans>
			<FootstepSounds>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_HORSE_RUN_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TANK_LOOP_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TANK_END_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_MOD_ARMOUR_LOOP_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_MOD_ARMOUR_END_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ARTILL_RUN_LOOP_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ARTILL_RUN_END_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TREBUCHET_RUN_LEAVES</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TREBUCHET_STOP_LEAVES</FootstepAudioScript>
				</FootstepSound>
			</FootstepSounds>
			<WorldSoundscapeAudioScript>ASSS_FOREST_SELECT_AMB</WorldSoundscapeAudioScript>
			<EffectType>EFFECT_BIRDSCATTER</EffectType>
			<iEffectProbability>20</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_FOREST_NEW</Type>
			<Description>TXT_KEY_FEATURE_FOREST_NEW</Description>
			<Civilopedia>TXT_KEY_FEATURE_FOREST_PEDIA</Civilopedia>
			<Help>TXT_KEY_FEATURE_FOREST_NEW_HELP</Help>
			<ArtDefineTag>ART_DEF_FEATURE_FOREST_NEW</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
			</YieldChanges>
			<RiverYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
			</RiverYieldChange>
			<HillsYieldChange/>
			<iMovement>1</iMovement>
			<iSeeThrough>1</iSeeThrough>
			<iHealthPercent>20</iHealthPercent>
			<iDefense>10</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>1600</iDisappearance>
			<iGrowth>5</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans>
				<TerrainBoolean>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_SWAMP</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
			</TerrainBooleans>
			<FootstepSounds>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_HORSE_RUN_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TANK_LOOP_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TANK_END_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_MOD_ARMOUR_LOOP_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_MOD_ARMOUR_END_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ARTILL_RUN_LOOP_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ARTILL_RUN_END_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TREBUCHET_RUN_LEAVES</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TREBUCHET_STOP_LEAVES</FootstepAudioScript>
				</FootstepSound>
			</FootstepSounds>
			<WorldSoundscapeAudioScript>ASSS_FOREST_SELECT_AMB</WorldSoundscapeAudioScript>
			<EffectType>EFFECT_BIRDSCATTER</EffectType>
			<iEffectProbability>20</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_FOREST_BURNING</Type>
			<Description>TXT_KEY_FEATURE_FOREST_BURNING</Description>
			<Civilopedia>TXT_KEY_FEATURE_FOREST_PEDIA</Civilopedia>
			<Help>TXT_KEY_FEATURE_FOREST_BURNING_HELP</Help>
			<ArtDefineTag>ART_DEF_FEATURE_FOREST_BURNING</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>-1</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
			</YieldChanges>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>3</iMovement>
			<iSeeThrough>0</iSeeThrough>
			<iHealthPercent>-10</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>1800</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>30</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans>
				<TerrainBoolean>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
			</TerrainBooleans>
			<FootstepSounds>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_HORSE_RUN_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TANK_LOOP_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TANK_END_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_MOD_ARMOUR_LOOP_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_MOD_ARMOUR_END_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ARTILL_RUN_LOOP_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ARTILL_RUN_END_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TREBUCHET_RUN_LEAVES</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TREBUCHET_STOP_LEAVES</FootstepAudioScript>
				</FootstepSound>
			</FootstepSounds>
			<WorldSoundscapeAudioScript>ASSS_FOREST_SELECT_AMB</WorldSoundscapeAudioScript>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_FOREST_BURNT</Type>
			<Description>TXT_KEY_FEATURE_FOREST_BURNT</Description>
			<Civilopedia>TXT_KEY_FEATURE_FOREST_PEDIA</Civilopedia>
			<Help>TXT_KEY_FEATURE_FOREST_BURNT_HELP</Help>
			<ArtDefineTag>ART_DEF_FEATURE_FOREST_BURNT</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>-1</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
			</YieldChanges>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>1</iMovement>
			<iSeeThrough>0</iSeeThrough>
			<iHealthPercent>-10</iHealthPercent>
			<iDefense>10</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>1700</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans>
				<TerrainBoolean>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
			</TerrainBooleans>
			<FootstepSounds>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_HORSE_RUN_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TANK_LOOP_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TANK_END_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_MOD_ARMOUR_LOOP_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_MOD_ARMOUR_END_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ARTILL_RUN_LOOP_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ARTILL_RUN_END_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TREBUCHET_RUN_LEAVES</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TREBUCHET_STOP_LEAVES</FootstepAudioScript>
				</FootstepSound>
			</FootstepSounds>
			<WorldSoundscapeAudioScript>ASSS_FOREST_SELECT_AMB</WorldSoundscapeAudioScript>
			<EffectType>EFFECT_WIND_SWIRL</EffectType>
			<iEffectProbability>20</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_FLOOD_PLAINS</Type>
			<Description>TXT_KEY_FEATURE_FLOOD_PLAINS</Description>
			<Civilopedia>TXT_KEY_FEATURE_FLOOD_PLAINS_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_FEATURE_FLOOD_PLAINS</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>3</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
			</YieldChanges>
			<RiverYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</iYieldChange>
			</RiverYieldChange>
			<HillsYieldChange/>
			<iMovement>1</iMovement>
			<iSeeThrough>0</iSeeThrough>
			<iHealthPercent>0</iHealthPercent>
			<iDefense>-10</iDefense>
			<iAppearance>4000</iAppearance>
			<iDisappearance>0</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>1</bRequiresFlatlands>
			<bRequiresRiver>1</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans>
				<TerrainBoolean>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
			</TerrainBooleans>
			<FootstepSounds>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_MUD</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_MUD</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_MUD</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_MUD</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
			</FootstepSounds>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_OASIS</Type>
			<Description>TXT_KEY_FEATURE_OASIS</Description>
			<Civilopedia>TXT_KEY_FEATURE_OASIS_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_FEATURE_OASIS</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>2</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</iYieldChange>
			</YieldChanges>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>1</iMovement>
			<iSeeThrough>1</iSeeThrough>
			<iHealthPercent>100</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>50</iAppearance>
			<iDisappearance>0</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<bNoCoast>1</bNoCoast>
			<bNoRiver>1</bNoRiver>
			<bNoAdjacent>1</bNoAdjacent>
			<bRequiresFlatlands>1</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>1</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>1</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans>
				<TerrainBoolean>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
			</TerrainBooleans>
			<FootstepSounds>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_MUD</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_MUD</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_MUD</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_MUD</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
			</FootstepSounds>
			<WorldSoundscapeAudioScript>ASSS_OASIS_SELECT_AMB</WorldSoundscapeAudioScript>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_FLAMES</Type>
			<Description>TXT_KEY_FEATURE_FLAMES</Description>
			<Civilopedia>TXT_KEY_FEATURE_FOREST_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_FEATURE_FLAMES</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>-1</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
			</YieldChanges>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>3</iMovement>
			<iSeeThrough>0</iSeeThrough>
			<iHealthPercent>-10</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>0</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>30</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans>
				<TerrainBoolean>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
			</TerrainBooleans>
			<FootstepSounds>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_HORSE_RUN_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TANK_LOOP_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TANK_END_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_MOD_ARMOUR_LOOP_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_MOD_ARMOUR_END_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ARTILL_RUN_LOOP_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ARTILL_RUN_END_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TREBUCHET_RUN_LEAVES</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TREBUCHET_STOP_LEAVES</FootstepAudioScript>
				</FootstepSound>
			</FootstepSounds>
			<WorldSoundscapeAudioScript>ASSS_FOREST_SELECT_AMB</WorldSoundscapeAudioScript>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_FALLOUT</Type>
			<Description>TXT_KEY_FEATURE_DESERTSTORM</Description>
			<Civilopedia/>
			<Help>TXT_KEY_FEATURE_DISAPPEARS_HELP</Help>
			<ArtDefineTag>ART_DEF_FEATURE_FALLOUT</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>-1</iYieldChange>
				<iYieldChange>-1</iYieldChange>
				<iYieldChange>-1</iYieldChange>
			</YieldChanges>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>2</iMovement>
			<iSeeThrough>0</iSeeThrough>
			<iHealthPercent>-25</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>0</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>20</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans>
				<TerrainBoolean>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_COAST</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
			</TerrainBooleans>
			<FootstepSounds>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
			</FootstepSounds>
			<WorldSoundscapeAudioScript>ASSS_DESERT_SELECT_AMB</WorldSoundscapeAudioScript>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_GRASSHOPPER</Type>
			<Description>TXT_KEY_FEATURE_GRASSHOPPER</Description>
			<Civilopedia/>
			<Help>TXT_KEY_FEATURE_DISAPPEARS_HELP</Help>
			<ArtDefineTag>ART_DEF_FEATURE_GRASSHOPPER</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>-1</iYieldChange>
				<iYieldChange>-1</iYieldChange>
				<iYieldChange>-1</iYieldChange>
			</YieldChanges>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>2</iMovement>
			<iSeeThrough>1</iSeeThrough>
			<iHealthPercent>0</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>1800</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>10</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans>
				<TerrainBoolean>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
			</TerrainBooleans>
			<FootstepSounds>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
			</FootstepSounds>
			<WorldSoundscapeAudioScript>ASSS_DESERT_SELECT_AMB</WorldSoundscapeAudioScript>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_SMOKE</Type>
			<Description>TXT_KEY_FEATURE_SMOKE</Description>
			<Civilopedia/>
			<ArtDefineTag>ART_DEF_FEATURE_SMOKE</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>-1</iYieldChange>
				<iYieldChange>-1</iYieldChange>
				<iYieldChange>-1</iYieldChange>
			</YieldChanges>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>1</iMovement>
			<iSeeThrough>1</iSeeThrough>
			<iHealthPercent>-25</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>2200</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>10</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans>
				<TerrainBoolean>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
			</TerrainBooleans>
			<FootstepSounds>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
			</FootstepSounds>
			<WorldSoundscapeAudioScript>ASSS_DESERT_SELECT_AMB</WorldSoundscapeAudioScript>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_SEUCHE</Type>
			<Description>TXT_KEY_FEATURE_SEUCHE</Description>
			<Civilopedia/>
			<Help>TXT_KEY_FEATURE_DISAPPEARS_HELP</Help>
			<ArtDefineTag>ART_DEF_FEATURE_SEUCHE</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>-2</iYieldChange>
				<iYieldChange>-2</iYieldChange>
				<iYieldChange>-2</iYieldChange>
			</YieldChanges>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>0</iMovement>
			<iSeeThrough>0</iSeeThrough>
			<iHealthPercent>-100</iHealthPercent>
			<iDefense>-25</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>1400</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>10</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans>
				<TerrainBoolean>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
			</TerrainBooleans>
			<FootstepSounds>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
			</FootstepSounds>
			<WorldSoundscapeAudioScript>ASSS_DESERT_SELECT_AMB</WorldSoundscapeAudioScript>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_COMET</Type>
			<Description>TXT_KEY_FEATURE_COMET</Description>
			<Civilopedia/>
			<ArtDefineTag>ART_DEF_FEATURE_COMET</ArtDefineTag>
			<YieldChanges/>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>0</iMovement>
			<iSeeThrough>0</iSeeThrough>
			<iHealthPercent>0</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>1000</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>100</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans/>
			<FootstepSounds/>
			<WorldSoundscapeAudioScript>ASSS_DESERT_SELECT_AMB</WorldSoundscapeAudioScript>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_METEORS</Type>
			<Description>TXT_KEY_FEATURE_METEORS</Description>
			<Civilopedia/>
			<ArtDefineTag>ART_DEF_FEATURE_METEORS</ArtDefineTag>
			<YieldChanges/>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>0</iMovement>
			<iSeeThrough>0</iSeeThrough>
			<iHealthPercent>0</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>1000</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>75</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans/>
			<FootstepSounds/>
			<WorldSoundscapeAudioScript>ASSS_DESERT_SELECT_AMB</WorldSoundscapeAudioScript>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_NEBEL</Type>
			<Description>TXT_KEY_FEATURE_NEBEL</Description>
			<Civilopedia/>
			<ArtDefineTag>ART_DEF_FEATURE_NEBEL</ArtDefineTag>
			<YieldChanges/>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>2</iMovement>
			<iSeeThrough>0</iSeeThrough>
			<iHealthPercent>0</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>800</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>1</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans>
				<TerrainBoolean>
					<TerrainType>TERRAIN_OCEAN</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
			</TerrainBooleans>
			<FootstepSounds/>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_SEESTURM</Type>
			<Description>TXT_KEY_FEATURE_SEESTURM</Description>
			<Civilopedia/>
			<Help>TXT_KEY_FEATURE_DISAPPEARS_HELP</Help>
			<ArtDefineTag>ART_DEF_FEATURE_SEESTURM</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>-2</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>-1</iYieldChange>
			</YieldChanges>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>4</iMovement>
			<iSeeThrough>0</iSeeThrough>
			<iHealthPercent>0</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>1800</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>20</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>1</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans/>
			<FootstepSounds/>
			<WorldSoundscapeAudioScript>ASSS_AFTERWORLD_SELECT_AMB</WorldSoundscapeAudioScript>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_STURM</Type>
			<Description>TXT_KEY_FEATURE_STURM</Description>
			<Civilopedia/>
			<Help>TXT_KEY_FEATURE_DISAPPEARS_HELP</Help>
			<ArtDefineTag>ART_DEF_FEATURE_STURM</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>-1</iYieldChange>
				<iYieldChange>-1</iYieldChange>
				<iYieldChange>-1</iYieldChange>
			</YieldChanges>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>2</iMovement>
			<iSeeThrough>0</iSeeThrough>
			<iHealthPercent>0</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>1800</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>10</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>1</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans/>
			<FootstepSounds/>
			<WorldSoundscapeAudioScript>ASSS_AFTERWORLD_SELECT_AMB</WorldSoundscapeAudioScript>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_TSUNAMI</Type>
			<Description>TXT_KEY_FEATURE_TSUNAMI</Description>
			<Civilopedia/>
			<ArtDefineTag>ART_DEF_FEATURE_TSUNAMI</ArtDefineTag>
			<YieldChanges/>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>0</iMovement>
			<iSeeThrough>0</iSeeThrough>
			<iHealthPercent>-50</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>0</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans/>
			<FootstepSounds/>
			<WorldSoundscapeAudioScript>ASSS_AFTERWORLD_SELECT_AMB</WorldSoundscapeAudioScript>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_VOLCANO</Type>
			<Description>TXT_KEY_FEATURE_VOLCANO</Description>
			<Civilopedia/>
			<ArtDefineTag>ART_DEF_FEATURE_VOLCANO</ArtDefineTag>
			<YieldChanges/>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>0</iMovement>
			<iSeeThrough>0</iSeeThrough>
			<iHealthPercent>-100</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>0</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>1</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans/>
			<FootstepSounds/>
			<WorldSoundscapeAudioScript>ASSS_AFTERWORLD_SELECT_AMB</WorldSoundscapeAudioScript>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_TORNADO</Type>
			<Description>TXT_KEY_FEATURE_TORNADO</Description>
			<Civilopedia/>
			<Help>TXT_KEY_FEATURE_DISAPPEARS_HELP</Help>
			<ArtDefineTag>ART_DEF_FEATURE_TORNADO</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>-1</iYieldChange>
				<iYieldChange>-2</iYieldChange>
				<iYieldChange>-1</iYieldChange>
			</YieldChanges>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>2</iMovement>
			<iSeeThrough>0</iSeeThrough>
			<iHealthPercent>-50</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>1800</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>30</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans/>
			<FootstepSounds/>
			<WorldSoundscapeAudioScript>ASSS_AFTERWORLD_SELECT_AMB</WorldSoundscapeAudioScript>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_SAURER_REGEN</Type>
			<Description>TXT_KEY_FEATURE_SAURER_REGEN</Description>
			<Civilopedia/>
			<Help>TXT_KEY_FEATURE_DISAPPEARS_HELP</Help>
			<ArtDefineTag>ART_DEF_FEATURE_SAURER_REGEN</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>-2</iYieldChange>
				<iYieldChange>-2</iYieldChange>
				<iYieldChange>-2</iYieldChange>
			</YieldChanges>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>1</iMovement>
			<iSeeThrough>1</iSeeThrough>
			<iHealthPercent>-50</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>1000</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>10</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans/>
			<FootstepSounds/>
			<WorldSoundscapeAudioScript>ASSS_AFTERWORLD_SELECT_AMB</WorldSoundscapeAudioScript>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_ERDBEBEN</Type>
			<Description>TXT_KEY_FEATURE_ERDBEBEN</Description>
			<Civilopedia/>
			<ArtDefineTag>ART_DEF_FEATURE_ERDBEBEN</ArtDefineTag>
			<YieldChanges/>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>0</iMovement>
			<iSeeThrough>0</iSeeThrough>
			<iHealthPercent>0</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>1000</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans/>
			<FootstepSounds/>
			<WorldSoundscapeAudioScript>ASSS_AFTERWORLD_SELECT_AMB</WorldSoundscapeAudioScript>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_WIND_N</Type>
			<Description>TXT_KEY_FEATURE_WIND_N</Description>
			<Civilopedia/>
			<ArtDefineTag>ART_DEF_FEATURE_ARROW_N</ArtDefineTag>
			<YieldChanges/>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>1</iMovement>
			<iSeeThrough>0</iSeeThrough>
			<iHealthPercent>0</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>800</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans/>
			<FootstepSounds/>
			<WorldSoundscapeAudioScript>ASSS_AFTERWORLD_SELECT_AMB</WorldSoundscapeAudioScript>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_WIND_E</Type>
			<Description>TXT_KEY_FEATURE_WIND_E</Description>
			<Civilopedia/>
			<ArtDefineTag>ART_DEF_FEATURE_ARROW_E</ArtDefineTag>
			<YieldChanges/>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>1</iMovement>
			<iSeeThrough>0</iSeeThrough>
			<iHealthPercent>0</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>800</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans/>
			<FootstepSounds/>
			<WorldSoundscapeAudioScript>ASSS_AFTERWORLD_SELECT_AMB</WorldSoundscapeAudioScript>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_WIND_S</Type>
			<Description>TXT_KEY_FEATURE_WIND_S</Description>
			<Civilopedia/>
			<ArtDefineTag>ART_DEF_FEATURE_ARROW_S</ArtDefineTag>
			<YieldChanges/>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>1</iMovement>
			<iSeeThrough>0</iSeeThrough>
			<iHealthPercent>0</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>800</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans/>
			<FootstepSounds/>
			<WorldSoundscapeAudioScript>ASSS_AFTERWORLD_SELECT_AMB</WorldSoundscapeAudioScript>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_WIND_W</Type>
			<Description>TXT_KEY_FEATURE_WIND_W</Description>
			<Civilopedia/>
			<ArtDefineTag>ART_DEF_FEATURE_ARROW_W</ArtDefineTag>
			<YieldChanges/>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>1</iMovement>
			<iSeeThrough>0</iSeeThrough>
			<iHealthPercent>0</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>800</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans/>
			<FootstepSounds/>
			<WorldSoundscapeAudioScript>ASSS_AFTERWORLD_SELECT_AMB</WorldSoundscapeAudioScript>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_WIND_NW</Type>
			<Description>TXT_KEY_FEATURE_WIND_NW</Description>
			<Civilopedia/>
			<ArtDefineTag>ART_DEF_FEATURE_ARROW_NW</ArtDefineTag>
			<YieldChanges/>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>1</iMovement>
			<iSeeThrough>0</iSeeThrough>
			<iHealthPercent>0</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>800</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans/>
			<FootstepSounds/>
			<WorldSoundscapeAudioScript>ASSS_AFTERWORLD_SELECT_AMB</WorldSoundscapeAudioScript>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_WIND_NE</Type>
			<Description>TXT_KEY_FEATURE_WIND_NE</Description>
			<Civilopedia/>
			<ArtDefineTag>ART_DEF_FEATURE_ARROW_NE</ArtDefineTag>
			<YieldChanges/>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>1</iMovement>
			<iSeeThrough>0</iSeeThrough>
			<iHealthPercent>0</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>800</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans/>
			<FootstepSounds/>
			<WorldSoundscapeAudioScript>ASSS_AFTERWORLD_SELECT_AMB</WorldSoundscapeAudioScript>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_WIND_SW</Type>
			<Description>TXT_KEY_FEATURE_WIND_SW</Description>
			<Civilopedia/>
			<ArtDefineTag>ART_DEF_FEATURE_ARROW_SW</ArtDefineTag>
			<YieldChanges/>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>1</iMovement>
			<iSeeThrough>0</iSeeThrough>
			<iHealthPercent>0</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>800</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans/>
			<FootstepSounds/>
			<WorldSoundscapeAudioScript>ASSS_AFTERWORLD_SELECT_AMB</WorldSoundscapeAudioScript>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_WIND_SE</Type>
			<Description>TXT_KEY_FEATURE_WIND_SE</Description>
			<Civilopedia/>
			<ArtDefineTag>ART_DEF_FEATURE_ARROW_SE</ArtDefineTag>
			<YieldChanges/>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>1</iMovement>
			<iSeeThrough>0</iSeeThrough>
			<iHealthPercent>0</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>800</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans/>
			<FootstepSounds/>
			<WorldSoundscapeAudioScript>ASSS_AFTERWORLD_SELECT_AMB</WorldSoundscapeAudioScript>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_DARK_ICE</Type>
			<Description>TXT_KEY_FEATURE_DARK_ICE</Description>
			<Civilopedia/>
			<ArtDefineTag>ART_DEF_FEATURE_DARK_ICE</ArtDefineTag>
			<YieldChanges/>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>0</iMovement>
			<iSeeThrough>0</iSeeThrough>
			<iHealthPercent>0</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>0</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>1</bImpassable>
			<bNoCity>1</bNoCity>
			<bNoImprovement>1</bNoImprovement>
			<bVisibleAlways>1</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans>
				<TerrainBoolean>
					<TerrainType>TERRAIN_COAST</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_OCEAN</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
			</TerrainBooleans>
			<FootstepSounds>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_SNOW</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_SNOW</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_SNOW</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_SNOW</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
			</FootstepSounds>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
		</FeatureInfo>
	</FeatureInfos>
</Civ4FeatureInfos>