<?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 --><!-- --><!-- Feature --><Civ4FeatureInfos xmlns="x-schema:CIV4TerrainSchema.xml">
	<FeatureInfos>
		<FeatureInfo>
			<Type>FEATURE_ICE</Type>
			<Description>TXT_KEY_FEATURE_ICE</Description>
			<Civilopedia>TXT_KEY_FEATURE_ICE_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_FEATURE_ICE</ArtDefineTag>
			<YieldChanges/>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>1</iMovement>
			<iSeeThrough>0</iSeeThrough>
			<iHealthPercent>0</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>0</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<iWarmingDefense>1</iWarmingDefense><!-- GWMod new XML field M.A. -->
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>1</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans>
				<TerrainBoolean>
					<TerrainType>TERRAIN_COAST</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_OCEAN</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
			</TerrainBooleans>
			<FootstepSounds>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_SNOW</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_SNOW</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_SNOW</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_SNOW</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
			</FootstepSounds>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_JUNGLE</Type>
			<Description>TXT_KEY_FEATURE_JUNGLE</Description>
			<Civilopedia>TXT_KEY_FEATURE_JUNGLE_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_FEATURE_JUNGLE</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>-1</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
			</YieldChanges>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>2</iMovement>
			<iSeeThrough>1</iSeeThrough>
			<iHealthPercent>-25</iHealthPercent>
			<iDefense>50</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>0</iDisappearance>
			<iGrowth>20</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<iWarmingDefense>3</iWarmingDefense><!-- GWMod new XML field M.A. -->
			<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>
			</TerrainBooleans>
			<FootstepSounds>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_HORSE_RUN_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TANK_LOOP_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TANK_END_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_MOD_ARMOUR_LOOP_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_MOD_ARMOUR_END_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ARTILL_RUN_LOOP_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ARTILL_RUN_END_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TREBUCHET_RUN_LEAVES</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TREBUCHET_STOP_LEAVES</FootstepAudioScript>
				</FootstepSound>
			</FootstepSounds>
			<WorldSoundscapeAudioScript>ASSS_JUNGLE_SELECT_AMB</WorldSoundscapeAudioScript>
			<EffectType>EFFECT_BIRDSCATTER</EffectType>
			<iEffectProbability>15</iEffectProbability>
			<iAdvancedStartRemoveCost>40</iAdvancedStartRemoveCost>
		</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>1</iYieldChange>
				<iYieldChange>0</iYieldChange>
			</YieldChanges>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>2</iMovement>
			<iSeeThrough>1</iSeeThrough>
			<iHealthPercent>25</iHealthPercent>
			<iDefense>25</iDefense>
			<iAppearance>1000</iAppearance>
			<iDisappearance>0</iDisappearance>
			<iGrowth>10</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<iWarmingDefense>1</iWarmingDefense><!-- GWMod new XML field M.A. -->
			<bNoCoast>0</bNoCoast>
			<bNoRiver>1</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans>
				<TerrainBoolean>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_PLAINS</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>15</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>3</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>2</iYieldChange>
			</YieldChanges>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>1</iMovement>
			<iSeeThrough>0</iSeeThrough>
			<iHealthPercent>0</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>1000</iAppearance>
			<iDisappearance>0</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<iWarmingDefense>0</iWarmingDefense><!-- GWMod new XML field M.A. -->
			<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>1</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_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/>
			<HillsYieldChange/>
			<iMovement>1</iMovement>
			<iSeeThrough>0</iSeeThrough>
			<iHealthPercent>-40</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>10000</iAppearance>
			<iDisappearance>0</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<iWarmingDefense>0</iWarmingDefense><!-- GWMod new XML field M.A. -->
			<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_FOREST</Type>
			<Description>TXT_KEY_FEATURE_FOREST</Description>
			<Civilopedia>TXT_KEY_FEATURE_FOREST_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_FEATURE_FOREST</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</iYieldChange>
				<iYieldChange>0</iYieldChange>
			</YieldChanges>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>2</iMovement>
			<iSeeThrough>1</iSeeThrough>
			<iHealthPercent>50</iHealthPercent>
			<iDefense>50</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>0</iDisappearance>
			<iGrowth>12</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<iWarmingDefense>2</iWarmingDefense><!-- GWMod new XML field M.A. -->
			<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_SNOW</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>15</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_FALLOUT</Type>
			<Description>TXT_KEY_FEATURE_FALLOUT</Description>
			<Civilopedia>TXT_KEY_FEATURE_FALLOUT_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_FEATURE_FALLOUT</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>-3</iYieldChange>
				<iYieldChange>-3</iYieldChange>
				<iYieldChange>-3</iYieldChange>
			</YieldChanges>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>2</iMovement>
			<iSeeThrough>0</iSeeThrough>
			<iHealthPercent>-50</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>500</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<iWarmingDefense>0</iWarmingDefense><!-- GWMod new XML field M.A. -->
			<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>1</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<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>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_RAINWATER_BASIN</Type>
			<Description>TXT_KEY_GREAT_BATH_RAINWATER_FEATURE</Description>
			<Civilopedia>TXT_KEY_GREAT_BATH_RAINWATER_FEATURE_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_FEATURE_RAINWATER_BASIN</ArtDefineTag>
			<YieldChanges/>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>1</iMovement>
			<iSeeThrough>1</iSeeThrough>
			<iHealthPercent>0</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>0</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<iWarmingDefense>0</iWarmingDefense><!-- GWMod new XML field M.A. -->
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>1</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>1</bNukeImmune>
			<OnUnitChangeTo/>
			<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>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_DREAD</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_DREAD_RUN_LOOP</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_DREAD</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_DREAD_RUN_END</FootstepAudioScript>
				</FootstepSound>
			</FootstepSounds>
			<WorldSoundscapeAudioScript>ASSS_OASIS_SELECT_AMB</WorldSoundscapeAudioScript>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
		</FeatureInfo>
	</FeatureInfos>
</Civ4FeatureInfos>