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<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Tim McCracken (Firaxis Games) -->
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- -->
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	<!-- rucivfan_movement_system_extended rmse[ -->
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	<!-- ]rucivfan_movement_system_extended rmse -->
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	<!-- ]rucivfan_war_weariness rww -->
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	<Define>
		<DefineName>NUKE_UNIT_DAMAGE_RAND_1</DefineName>
		<iDefineIntVal>25</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>NUKE_UNIT_DAMAGE_RAND_2</DefineName>
		<iDefineIntVal>100</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>NUKE_NON_COMBAT_DEATH_THRESHOLD</DefineName>
		<iDefineIntVal>60</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>NUKE_BUILDING_DESTRUCTION_PROB</DefineName>
		<iDefineIntVal>40</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>NUKE_POPULATION_DEATH_BASE</DefineName>
		<iDefineIntVal>30</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>NUKE_POPULATION_DEATH_RAND_1</DefineName>
		<iDefineIntVal>20</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>NUKE_POPULATION_DEATH_RAND_2</DefineName>
		<iDefineIntVal>20</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>GLOBAL_WARMING_PROB</DefineName>
		<iDefineIntVal>20</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>GLOBAL_WARMING_FOREST</DefineName>
		<iDefineIntVal>50</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>GLOBAL_WARMING_UNHEALTH_WEIGHT</DefineName>
		<iDefineIntVal>20</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>GLOBAL_WARMING_NUKE_WEIGHT</DefineName>
		<iDefineIntVal>50</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>TECH_COST_EXTRA_TEAM_MEMBER_MODIFIER</DefineName>
		<iDefineIntVal>75</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>TECH_COST_TOTAL_KNOWN_TEAM_MODIFIER</DefineName>
		<iDefineIntVal>30</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>TECH_COST_KNOWN_PREREQ_MODIFIER</DefineName>
		<iDefineIntVal>20</iDefineIntVal>
	</Define>
	<!--> rucivfan_deal_extended rde[ </!-->
	<!--> ehemals PEACE_TREATY_LENGTH wegen Wirkung </!-->
	<Define>
		<DefineName>MINIMUM_TREATY_LENGTH</DefineName> 
		<iDefineIntVal>10</iDefineIntVal>
	</Define>
	<!--> ]rucivfan_deal_extended rde </!-->
	<Define>
		<DefineName>MAX_ANARCHY_TURNS</DefineName>
		<iDefineIntVal>100</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>MIN_REVOLUTION_TURNS</DefineName>
		<iDefineIntVal>5</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>MIN_CONVERSION_TURNS</DefineName>
		<iDefineIntVal>5</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>OCCUPATION_CULTURE_PERCENT_THRESHOLD</DefineName>
		<iDefineIntVal>75</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>BASE_OCCUPATION_TURNS</DefineName>
		<iDefineIntVal>3</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>OCCUPATION_TURNS_POPULATION_PERCENT</DefineName>
		<iDefineIntVal>50</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>BASE_REVOLT_OCCUPATION_TURNS</DefineName>
		<iDefineIntVal>2</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>REVOLT_OCCUPATION_TURNS_PERCENT</DefineName>
		<iDefineIntVal>3</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>REVOLT_TOTAL_CULTURE_MODIFIER</DefineName>
		<iDefineIntVal>100</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>REVOLT_OFFENSE_STATE_RELIGION_MODIFIER</DefineName>
		<iDefineIntVal>100</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>REVOLT_DEFENSE_STATE_RELIGION_MODIFIER</DefineName>
		<iDefineIntVal>-50</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>REVOLT_TEST_PROB</DefineName>
		<iDefineIntVal>10</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>NUM_WARNING_REVOLTS</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>BASE_REVOLT_FREE_UNITS</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>REVOLT_FREE_UNITS_PERCENT</DefineName>
		<iDefineIntVal>15</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>NO_MILITARY_PERCENT_ANGER</DefineName>
		<iDefineIntVal>334</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>AT_WAR_CULTURE_ANGER_MODIFIER</DefineName>
		<iDefineIntVal>50</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>CULTURE_PERCENT_ANGER</DefineName>
		<iDefineIntVal>400</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>RELIGION_PERCENT_ANGER</DefineName>
		<iDefineIntVal>800</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>HURRY_POP_ANGER</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>HURRY_ANGER_DIVISOR</DefineName>
		<iDefineIntVal>10</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>CONSCRIPT_POP_ANGER</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>CONSCRIPT_ANGER_DIVISOR</DefineName>
		<iDefineIntVal>10</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>DEFY_RESOLUTION_POP_ANGER</DefineName>
		<iDefineIntVal>5</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>DEFY_RESOLUTION_ANGER_DIVISOR</DefineName>
		<iDefineIntVal>20</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>VASSAL_HAPPINESS</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>TEMP_HAPPY</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>BASE_WAR_WEARINESS_MULTIPLIER</DefineName>
		<iDefineIntVal>3</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>FORCED_WAR_WAR_WEARINESS_MODIFIER</DefineName>
		<iDefineIntVal>-50</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>MULTIPLAYER_WAR_WEARINESS_MODIFIER</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>PERCENT_ANGER_DIVISOR</DefineName>
		<iDefineIntVal>1000</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>BASE_FEATURE_PRODUCTION_PERCENT</DefineName>
		<iDefineIntVal>67</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>FEATURE_PRODUCTION_PERCENT_MULTIPLIER</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>DIFFERENT_TEAM_FEATURE_PRODUCTION_PERCENT</DefineName>
		<iDefineIntVal>67</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>UNIT_PRODUCTION_PERCENT</DefineName>
		<iDefineIntVal>100</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>BUILDING_PRODUCTION_PERCENT</DefineName>
		<iDefineIntVal>100</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>PROJECT_PRODUCTION_PERCENT</DefineName>
		<iDefineIntVal>100</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>MAXED_UNIT_GOLD_PERCENT</DefineName>
		<iDefineIntVal>100</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>MAXED_BUILDING_GOLD_PERCENT</DefineName>
		<iDefineIntVal>100</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>MAXED_PROJECT_GOLD_PERCENT</DefineName>
		<iDefineIntVal>100</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>MAX_CITY_DEFENSE_DAMAGE</DefineName>
		<iDefineIntVal>100</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>CITY_DEFENSE_DAMAGE_HEAL_RATE</DefineName>
		<iDefineIntVal>5</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>UPKEEP_POPULATION_OFFSET</DefineName>
		<iDefineIntVal>-8</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>UPKEEP_CITY_OFFSET</DefineName>
		<iDefineIntVal>-1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>CIRCUMNAVIGATE_FREE_MOVES</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>BARBARIAN_FREE_TECH_PERCENT</DefineName>
		<iDefineIntVal>3</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>RAZING_CULTURAL_PERCENT_THRESHOLD</DefineName>
		<iDefineIntVal>50</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>BASE_CAPTURE_GOLD</DefineName>
		<iDefineIntVal>20</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>CAPTURE_GOLD_PER_POPULATION</DefineName>
		<iDefineIntVal>10</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>CAPTURE_GOLD_RAND1</DefineName>
		<iDefineIntVal>50</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>CAPTURE_GOLD_RAND2</DefineName>
		<iDefineIntVal>50</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>CAPTURE_GOLD_MAX_TURNS</DefineName>
		<iDefineIntVal>50</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>BUILDING_PRODUCTION_DECAY_TIME</DefineName>
		<iDefineIntVal>50</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>BUILDING_PRODUCTION_DECAY_PERCENT</DefineName>
		<iDefineIntVal>99</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>UNIT_PRODUCTION_DECAY_TIME</DefineName>
		<iDefineIntVal>10</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>UNIT_PRODUCTION_DECAY_PERCENT</DefineName>
		<iDefineIntVal>98</iDefineIntVal>
	</Define>
	<!-- rucivfan_upgrade_optimization ruo[ -->
	<Define>
		<DefineName>UNIT_UPGRADE_BASE_COST</DefineName>
		<iDefineIntVal>40</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>UNIT_UPGRADE_COST_PER_PRODUCTION</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>UNIT_UPGRADE_COST_PER_COMBAT</DefineName>
		<iDefineIntVal>10</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>UNIT_UPGRADE_COST_PER_AIR_COMBAT</DefineName>
		<iDefineIntVal>10</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>UNIT_UPGRADE_COST_COMBAT_TYPE_CHANGE</DefineName>
		<iDefineIntVal>40</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>UNIT_UPGRADE_COST_PERCENT</DefineName>
		<iDefineIntVal>100</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>UNIT_UPGRADE_COST_PERCENT_PER_ERA</DefineName>
		<iDefineIntVal>10</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>UNIT_UPGRADE_MAX_EXPERIENCE_AFTER_UPGRADE</DefineName>
		<iDefineIntVal>10</iDefineIntVal>
	</Define>
	<!-- ]rucivfan_upgrade_optimization ruo -->
	<Define>
		<DefineName>WAR_SUCCESS_DEFENDING</DefineName>
		<iDefineIntVal>3</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>WAR_SUCCESS_ATTACKING</DefineName>
		<iDefineIntVal>4</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>WAR_SUCCESS_UNIT_CAPTURING</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>WAR_SUCCESS_CITY_CAPTURING</DefineName>
		<iDefineIntVal>10</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>WAR_SUCCESS_NUKE</DefineName>
		<iDefineIntVal>10</iDefineIntVal>
	</Define>
	<!-- How is visual city size computed from the real city size?
	     Two approaches are possible:
	         METHOD_EXPONENTIAL
	         METHOD_LINMAP
	     Set the following GAME_CITY_SIZE_METHOD to one of the above tags
	     to control how big your cities look in the game world.
	     -->
	<Define>
		<DefineName>GAME_CITY_SIZE_METHOD</DefineName>
		<DefineTextVal>METHOD_EXPONENTIAL</DefineTextVal>
	</Define>
	<Define>
		<!-- the maximum percentage of a city that can be wonders, regular buildings, etc -->
		<DefineName>GAME_CITY_SIZE_MAX_PERCENT_UNIQUE</DefineName>
		<fDefineFloatVal>0.7</fDefineFloatVal>
	</Define>
	<!-- this is the way to tweak city size when METHOD_EXPONENTIAL is chosen in the above define -->
	<Define>
		<DefineName>GAME_CITY_SIZE_EXP_MODIFIER</DefineName>
		<fDefineFloatVal>1.05</fDefineFloatVal>
	</Define>
	<!-- this is the way to tweak city size when METHOD_LINMAP is chosen in the above define -->
	<Define>
		<DefineName>GAME_CITY_SIZE_LINMAP_AT_0</DefineName>
		<fDefineFloatVal>8</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>GAME_CITY_SIZE_LINMAP_AT_50</DefineName>
		<fDefineFloatVal>240</fDefineFloatVal>
	</Define>
	<!-- Unit health bar positioning, formerly controlled by UNIT_INFO_Z_OFFSET, is now controlled by the UNIT_HEALTH_BILLBOARD_* faders in CIV4DetailManager.xml -->
	<Define>
		<DefineName>DIPLO_VOTE_SECRETARY_GENERAL_INTERVAL</DefineName>
		<iDefineIntVal>4</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>TEAM_VOTE_MIN_CANDIDATES</DefineName>
		<iDefineIntVal>2</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>DIPLOMACY_VALUE_REMAINDER</DefineName>
		<iDefineIntVal>10</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>INITIAL_STATE_RELIGION_HAPPINESS</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>INITIAL_NON_STATE_RELIGION_HAPPINESS</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>RELIGION_SPREAD_DISTANCE_DIVISOR</DefineName>
		<iDefineIntVal>100</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>RELIGION_SPREAD_RAND</DefineName>
		<iDefineIntVal>1000</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>CORPORATION_FOREIGN_SPREAD_COST_PERCENT</DefineName>
		<iDefineIntVal>200</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>HOLY_CITY_INFLUENCE</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>WE_LOVE_THE_KING_RAND</DefineName>
		<iDefineIntVal>1000</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>WE_LOVE_THE_KING_POPULATION_MIN_POPULATION</DefineName>
		<iDefineIntVal>8</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>PLOT_SIZE</DefineName>
		<fDefineFloatVal>180.0</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>DISABLE_CLOSE_ZOOM_MODE</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>CAMERA_UPPER_PITCH</DefineName>
		<fDefineFloatVal>-90.0</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>CAMERA_LOWER_PITCH</DefineName>
		<fDefineFloatVal>-28.0</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>CAMERA_MIN_SCROLL_SPEED</DefineName>
		<fDefineFloatVal>300</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>CAMERA_MAX_SCROLL_SPEED</DefineName>
		<fDefineFloatVal>1800</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>CAMERA_MIN_YAW</DefineName>
		<fDefineFloatVal>-45.0</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>CAMERA_MAX_YAW</DefineName>
		<fDefineFloatVal>45.0</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>CAMERA_START_DISTANCE</DefineName>
		<fDefineFloatVal>2200</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>CAMERA_MAX_TRAVEL_DISTANCE</DefineName>
		<fDefineFloatVal>3000</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>CAMERA_MIN_DISTANCE</DefineName>
		<fDefineFloatVal>700</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>CAMERA_MAX_TURN_OFFSET</DefineName>
		<fDefineFloatVal>0.1</fDefineFloatVal>
	</Define>
	<!-- Controlling the camera's maximum distance is a bit tricky since differently-sized maps need the camera to move back different amounts
	     There is a lower-bound on the maximum distance, specified below. Thus, the camera will never get any closer than 7000 units.
	     To actually tweak the apparent-size of the globe when fully-back, you need to go into CIV4DetailManager.XML  and adjust the
	     CAMERA_MAX_DISTANCE_FADER value. Because this variable is in the DetailManager XML, your changes will go into effect without restarting the game. -->
	<Define>
		<DefineName>CAMERA_SMALLEST_MAX_DISTANCE</DefineName>
		<fDefineFloatVal>7000</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>CAMERA_FORCE_TO_SMALLEST_MAX_DISTANCE</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>CAMERA_NEAR_FAR_PLANE_RATIO</DefineName>
		<fDefineFloatVal>100</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>ALLOW_UNIT_SCALE_ADJUST_ON_ZOOM</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>RENDER_AREABORDER_UNDER_FEATURES</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>RENDER_GLOBEVIEW_CLOUDS</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>RENDER_WATER</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>CAMERA_CITY_ZOOM_IN_DISTANCE</DefineName>
		<fDefineFloatVal>3500</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>CAMERA_BATTLE_ZOOM_IN_DISTANCE</DefineName>
		<fDefineFloatVal>900</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>CAMERA_SHRINE_ZOOM_IN_DISTANCE</DefineName>
		<fDefineFloatVal>900</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>CAMERA_FAR_CLIP_Z_HEIGHT</DefineName>
		<fDefineFloatVal>0</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>EFFECT_DEFAULT_SIZE</DefineName>
		<fDefineFloatVal>50.0</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>UNIT_MULTISELECT_MAX</DefineName>
		<iDefineIntVal>5</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>UNIT_MULTISELECT_SCALE</DefineName>
		<fDefineFloatVal>1.0</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>UNIT_MULTISELECT_DISTANCE</DefineName>
		<fDefineFloatVal>0.175</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>FIELD_OF_VIEW</DefineName>
		<fDefineFloatVal>42.0</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>IMPROVEMENT_SCALE</DefineName>
		<fDefineFloatVal>0.9</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>BONUS_SCALE</DefineName>
		<fDefineFloatVal>0.9</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>SHADOW_SCALE</DefineName>
		<fDefineFloatVal>1.0</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>HEALTH_BAR_WIDTH</DefineName>
		<fDefineFloatVal>100.0</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>AIR_IDLE_HEIGHT</DefineName>
		<!--Height of an idling air unit-->
		<fDefineFloatVal>100.0</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>AIR_PATROL_RADIUS</DefineName>
		<!--Relative radius of an air unit while patrolling-->
		<fDefineFloatVal>1.5</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>AIR_PATROL_SPEED</DefineName>
		<!--Speed of air unit while patrolling-->
		<fDefineFloatVal>30.0</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>AIR_PATROL_HEIGHT</DefineName>
		<!--Height of a patrolling air unit-->
		<fDefineFloatVal>200.0</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>AIR_BOMB_HEIGHT</DefineName>
		<!--Height of a bombing air unit-->
		<fDefineFloatVal>200.0</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>AIR_EXECUTE_DISTANCE</DefineName>
		<!--Distance an attacker/recon travels during an air mission (start to target)-->
		<fDefineFloatVal>650.0</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>AIR_EXECUTE_FINISH</DefineName>
		<!--Distance an attacker/recon travels during an air mission (after target)-->
		<fDefineFloatVal>400.0</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>AIR_DEFEND_DISTANCE</DefineName>
		<!--Distance a defender travels during an air mission (start to target)-->
		<fDefineFloatVal>450.0</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>AIR_DEFEND_FINISH</DefineName>
		<!--Distance a defender travels during an air mission (after target)-->
		<fDefineFloatVal>300.0</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>UNIT_ANIM_PAGE_MAX</DefineName>
		<!--Maximum number of animations loaded in memory for any unit-->
		<iDefineIntVal>5</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>DEFAULT_ANIM_PAGE_MAX</DefineName>
		<!--Default number of animations loaded for an entity-->
		<iDefineIntVal>2</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>FLAG_OFFSET_X</DefineName>
		<!--The relative offset X offset of a flag within a square (-1..1)-->
		<fDefineFloatVal>-0.667</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>FLAG_OFFSET_Y</DefineName>
		<!--The relative offset Y offset of a flag within a square (-1..1)-->
		<fDefineFloatVal>0.0</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>FLAG_OFFSET2_X</DefineName>
		<!--The relative offset X offset of the second flag within a square (-1..1)-->
		<fDefineFloatVal>-0.8</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>FLAG_OFFSET2_Y</DefineName>
		<!--The relative offset Y offset of the second flag within a square (-1..1)-->
		<fDefineFloatVal>-0.03</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>UNIT_TRAIL_RESOLUTION</DefineName>
		<!--The resolution of the wake/trail left by units-->
		<fDefineFloatVal>5.0</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>SCORE_POPULATION_FACTOR</DefineName>
		<!--Score you get if you have the 'maximum' population possible on the current map-->
		<iDefineIntVal>5000</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>SCORE_LAND_FACTOR</DefineName>
		<!--Score you get if you have all the land on the current map-->
		<iDefineIntVal>2000</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>SCORE_WONDER_FACTOR</DefineName>
		<!--Score you get if you have all the wonders-->
		<iDefineIntVal>1000</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>SCORE_TECH_FACTOR</DefineName>
		<!--Score you get if you have all the techs-->
		<iDefineIntVal>2000</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>SCORE_FREE_PERCENT</DefineName>
		<!--Percentage of the maximum score you get for free-->
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>SCORE_VICTORY_PERCENT</DefineName>
		<!--Percentage of your score that gets added if you win the game-->
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>SCORE_HANDICAP_PERCENT_OFFSET</DefineName>
		<!--Offset to the score handicap modifier-->
		<iDefineIntVal>-60</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>SCORE_HANDICAP_PERCENT_PER</DefineName>
		<!--The amount of the score modifier per handicap level-->
		<iDefineIntVal>20</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>MINIMAP_RENDER_SIZE</DefineName>
		<!--Minimap size in pixels-->
		<iDefineIntVal>512</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>TURN_LOG_MAX_WIDTH</DefineName>
		<iDefineIntVal>400</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>TURN_LOG_MAX_HEIGHT</DefineName>
		<iDefineIntVal>300</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>TURN_LOG_MIN_HEIGHT</DefineName>
		<iDefineIntVal>80</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>LEADERHEAD_RANDOM</DefineName>
		<DefineTextVal>Art/LeaderHeads/RandomLeader.dds</DefineTextVal>
	</Define>
	<Define>
		<DefineName>SINGLE_UNIT_GFX_EXTRA_SCALE</DefineName>
		<fDefineFloatVal>1.25</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>WARLORD_EXTRA_EXPERIENCE_PER_UNIT_PERCENT</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>COMBAT_EXPERIENCE_IN_BORDERS_PERCENT</DefineName>
		<iDefineIntVal>100</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>VICTORY_SOUNDTRACK_AVAILABLE</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>PLAYER_ALWAYS_RAZES_CITIES</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>MIN_WATER_SIZE_FOR_OCEAN</DefineName>
		<iDefineIntVal>10</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>FOW_WAS_VISIBLE_COLOR</DefineName>
		<fDefineFloatVal>0.43</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>FOW_MINIMAP_WAS_VISIBLE_COLOR</DefineName>
		<fDefineFloatVal>0.43</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>CITY_SCREEN_FOG_ENABLED</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>AI_CAN_DISBAND_UNITS</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>CAMERA_CITY_TURN</DefineName>
		<fDefineFloatVal>0</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>CAMERA_CITY_NO_PITCH</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>CAMERA_SPECIAL_PITCH</DefineName>
		<fDefineFloatVal>-90.0</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>CITY_SCREEN_CLICK_WILL_EXIT</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>WATER_POTENTIAL_CITY_WORK_FOR_AREA</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>LAND_UNITS_CAN_ATTACK_WATER_CITIES</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>CITY_MAX_NUM_BUILDINGS</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<!-- rucivfan_build_civilization_buildings rbcb[ -->
	<Define>
		<DefineName>CITY_MAX_NUM_BUILDINGS_CLASS</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<!-- ]rucivfan_build_civilization_buildings rbcb -->
	<Define>
		<DefineName>AI_SHOULDNT_MANAGE_PLOT_ASSIGNMENT</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ROUTE_Z_BIAS</DefineName>
		<fDefineFloatVal>3</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>RIVER_Z_BIAS</DefineName>
		<fDefineFloatVal>3</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>ADVANCED_START_ALLOW_UNITS_OUTSIDE_CITIES</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ADVANCED_START_MAX_UNITS_PER_CITY</DefineName>
		<iDefineIntVal>2</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ADVANCED_START_SIGHT_RANGE</DefineName>
		<iDefineIntVal>4</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ADVANCED_START_CITY_COST</DefineName>
		<iDefineIntVal>67</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ADVANCED_START_CITY_COST_INCREASE</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ADVANCED_START_POPULATION_COST</DefineName>
		<iDefineIntVal>150</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ADVANCED_START_POPULATION_COST_INCREASE</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ADVANCED_START_CULTURE_COST</DefineName>
		<iDefineIntVal>25</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ADVANCED_START_CULTURE_COST_INCREASE</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ADVANCED_START_VISIBILITY_COST</DefineName>
		<iDefineIntVal>2</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ADVANCED_START_VISIBILITY_COST_INCREASE</DefineName>
		<iDefineIntVal>3</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ADVANCED_START_CITY_PLACEMENT_MAX_RANGE</DefineName>
		<iDefineIntVal>6</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>NEW_CITY_BUILDING_VALUE_MODIFIER</DefineName>
		<iDefineIntVal>-60</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>IGNORE_PLOT_GROUP_FOR_TRADE_ROUTES</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>CIVILOPEDIA_SHOW_ACTIVE_CIVS_ONLY</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>USE_MODDERS_PLAYEROPTION_1</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>USE_MODDERS_PLAYEROPTION_2</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>USE_MODDERS_PLAYEROPTION_3</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>CITY_AIR_UNIT_CAPACITY</DefineName>
		<iDefineIntVal>4</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>COLONY_NUM_FREE_DEFENDERS</DefineName>
		<iDefineIntVal>2</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>SHIP_BLOCKADE_RANGE</DefineName>
		<iDefineIntVal>3</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>PATH_DAMAGE_WEIGHT</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>BONUS_OBSOLETE_VALUE_MODIFIER</DefineName>
		<iDefineIntVal>150</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>FORCE_UNOWNED_CITY_TIMER</DefineName>
		<iDefineIntVal>2</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>FEATURE_ICE</DefineName>
		<DefineTextVal>FEATURE_ICE</DefineTextVal>
	</Define>
	<Define>
		<DefineName>FEATURE_JUNGLE</DefineName>
		<DefineTextVal>FEATURE_JUNGLE</DefineTextVal>
	</Define>	
	<Define>
		<DefineName>FEATURE_FOREST</DefineName>
		<DefineTextVal>FEATURE_FOREST</DefineTextVal>
	</Define>
	<Define>
		<DefineName>FEATURE_SAVANNA</DefineName>
		<DefineTextVal>FEATURE_SAVANNA</DefineTextVal>
	</Define>
	<Define>
		<DefineName>TERRAIN_HILLS</DefineName>
		<DefineTextVal>TERRAIN_HILL</DefineTextVal>
	</Define>
	<Define>
		<DefineName>TERRAIN_TUNDRA</DefineName>
		<DefineTextVal>TERRAIN_TUNDRA</DefineTextVal>
	</Define>
	<Define>
		<DefineName>TERRAIN_PLAINS</DefineName>
		<DefineTextVal>TERRAIN_PLAINS</DefineTextVal>
	</Define>
	<Define>
		<DefineName>TERRAIN_DESERT</DefineName>
		<DefineTextVal>TERRAIN_DESERT</DefineTextVal>
	</Define>
	<Define>
		<DefineName>TERRAIN_GRASS</DefineName>
		<DefineTextVal>TERRAIN_GRASS</DefineTextVal>
	</Define>
	<Define>
		<DefineName>TERRAIN_SNOW</DefineName>
		<DefineTextVal>TERRAIN_SNOW</DefineTextVal>
	</Define>
	<Define>
		<DefineName>TERRAIN_COAST</DefineName>
		<DefineTextVal>TERRAIN_COAST</DefineTextVal>
	</Define>
	<Define>
		<DefineName>TERRAIN_OCEAN</DefineName>
		<DefineTextVal>TERRAIN_OCEAN</DefineTextVal>
	</Define>
	<Define>
		<DefineName>MOTIVATED_DEFENDER_BONUS</DefineName>
		<iDefineIntVal>25</iDefineIntVal>
	</Define>
	<!-- Afforess Advanced Diplomacy -->
	<Define>
		<DefineName>EMBASSY_ESPIONAGE_MISSION_COST_MODIFIER</DefineName>
		<iDefineIntVal>25</iDefineIntVal>
	</Define>
	<!-- Afforess Advanced Diplomacy -->
	<!-- rucivfan_event_bug_fix rebf[ -->
	<Define>
		<DefineName>MAX_RECURSION_DEPTH</DefineName>
		<iDefineIntVal>10</iDefineIntVal>
	</Define>
	<!-- ]rucivfan_event_bug_fix rebf -->
	<!-- rucivfan_events_extended ree[ -->
	<Define>
		<DefineName>FIRST_EVENT_DELAY_TURNS</DefineName>
		<iDefineIntVal>20</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>EVENT_PROBABILITY_ROLL_SIDES</DefineName>
		<iDefineIntVal>100</iDefineIntVal>
	</Define>
	<!-- ]rucivfan_events_extended ree -->
	<!-- rucivfan_diplomacy_extended rde[ -->
	<Define>
		<DefineName>VASSAL_REVOLT_OWN_LOSSES_FACTOR</DefineName>
		<iDefineIntVal>50</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>VASSAL_REVOLT_MASTER_LOSSES_FACTOR</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>FREE_VASSAL_LAND_PERCENT</DefineName>
		<iDefineIntVal>50</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>FREE_VASSAL_POPULATION_PERCENT</DefineName>
		<iDefineIntVal>50</iDefineIntVal>
	</Define>
	<!-- ]rucivfan_diplomacy_extended rde -->
	<!-- rucivfan_feature_extended rfe[ -->
	<Define>
		<DefineName>FEATURE_SLASH_AND_BURN_FOOD_LENGTH_DIVISOR</DefineName>
		<iDefineIntVal>10</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>FEATURE_SLASH_AND_BURN_FOOD</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>FEATURE_CITY_PRODUCTION</DefineName>
		<iDefineIntVal>10</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>FEATURE_CITY_PRODUCTION_TECH</DefineName>
		<DefineTextVal>TECH_BRONZE_WORKING</DefineTextVal>
	</Define>
	<!-- ]rucivfan_feature_extended rfe -->
	<!-- rucivfan_espionage_system_extended rese[ -->
	<Define>
		<DefineName>BASE_SPY_SABOTAGE_COST</DefineName>
		<iDefineIntVal>200</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>BASE_SPY_DESTROY_COST</DefineName>
		<iDefineIntVal>50</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>SPY_DESTROY_COST_MULTIPLIER_LIMITED</DefineName>
		<iDefineIntVal>4</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>SPY_DESTROY_COST_MULTIPLIER</DefineName>
		<iDefineIntVal>2</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>BASE_SPY_STEAL_PLANS_COST</DefineName>
		<iDefineIntVal>100</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>SPY_STEAL_PLANS_COST_MULTIPLIER</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>SPIES_GAIN_EXPERIENCE</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>SPIES_BRIBE</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>SPIES_ASSASSINATE</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>CAPTURE_SPY_PROB</DefineName>
		<iDefineIntVal>25</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>USE_SPIES_NO_ENTER_BORDERS</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>NO_ESPIONAGE_CULTURE_LEVEL_MODIFIER</DefineName>
		<iDefineIntVal>100</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ESPIONAGE_CITY_POP_EACH_MOD</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ESPIONAGE_CITY_TRADE_ROUTE_MOD</DefineName>
		<iDefineIntVal>-20</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ESPIONAGE_CITY_RELIGION_STATE_MOD</DefineName>
		<iDefineIntVal>-15</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ESPIONAGE_CITY_HOLY_CITY_MOD</DefineName>
		<iDefineIntVal>-25</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ESPIONAGE_CULTURE_MULTIPLIER_MOD</DefineName>
		<iDefineIntVal>50</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ESPIONAGE_DISTANCE_MULTIPLIER_MOD</DefineName>
		<iDefineIntVal>100</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ESPIONAGE_SPENDING_MULTIPLIER</DefineName>
		<iDefineIntVal>100</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ESPIONAGE_EACH_TURN_UNIT_COST_DECREASE</DefineName>
		<iDefineIntVal>10</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ESPIONAGE_MAX_TURN_UNIT_COST_DECREASE</DefineName>
		<iDefineIntVal>5</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ESPIONAGE_MAX_SPY_UNIT_COST_DECREASE</DefineName>
		<iDefineIntVal>50</iDefineIntVal>
	</Define>	
	<Define>
		<DefineName>ESPIONAGE_INTERCEPT_SPENDING_MAX</DefineName>
		<iDefineIntVal>25</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ESPIONAGE_INTERCEPT_COUNTERSPY</DefineName>
		<iDefineIntVal>15</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ESPIONAGE_INTERCEPT_COUNTERESPIONAGE_MISSION</DefineName>
		<iDefineIntVal>20</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ESPIONAGE_INTERCEPT_RECENT_MISSION</DefineName>
		<iDefineIntVal>15</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ESPIONAGE_INTERCEPT_CITY</DefineName>
		<iDefineIntVal>15</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ESPIONAGE_INTERCEPT_FOREIGN_CULTURE</DefineName>
		<iDefineIntVal>10</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ESPIONAGE_SPY_REVEAL_IDENTITY_PERCENT</DefineName>
		<iDefineIntVal>25</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ESPIONAGE_SPY_INTERCEPT_MOD</DefineName>
		<iDefineIntVal>-75</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ESPIONAGE_SPY_NO_INTRUDE_INTERCEPT_MOD</DefineName>
		<iDefineIntVal>-90</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ESPIONAGE_SPY_MISSION_ESCAPE_MOD</DefineName>
		<iDefineIntVal>-50</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ESPIONAGE_DESTROY_UNIT_COST_EXPERIENCE_FACTOR</DefineName>
		<iDefineIntVal>5</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ESPIONAGE_BUY_UNIT_COST_EXPERIENCE_FACTOR</DefineName>
		<iDefineIntVal>5</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ESPIONAGE_BEING_WORKED_COST_INCREASE_MODIFIER</DefineName>
		<iDefineIntVal>200</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ESPIONAGE_ANARCHY_COUNTER_POPULATION_FACTOR</DefineName>
		<iDefineIntVal>500</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ESPIONAGE_AVAILABLE_BONUS_COST_DECREASE</DefineName>
		<iDefineIntVal>50</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ESPIONAGE_BUY_CITY_WONDER_FACTOR</DefineName>
		<iDefineIntVal>10</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ESPIONAGE_BUY_CITY_BUILDING_FACTOR</DefineName>
		<iDefineIntVal>5</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ESPIONAGE_BUY_CITY_CONSTRUCT_DIVISOR</DefineName>
		<iDefineIntVal>20</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ESPIONAGE_GREAT_SPY_ESPIONAGE_POINTS_ERA_MOD</DefineName>
		<iDefineIntVal>50</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ESPIONAGE_EXPERIENCE_INTERCEPT_PERCENT_DIVISOR</DefineName>
		<iDefineIntVal>1000</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ESPIONAGE_MIN_EXPERIENCE_PER_ACTION</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ESPIONAGE_MAX_EXPERIENCE_PER_ACTION</DefineName>
		<iDefineIntVal>10</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ESPIONAGE_MIN_DIFFICULTY_RETURN_TO_CAPITAL_CITY</DefineName>
		<iDefineIntVal>25</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ESPIONAGE_DESTROY_BUILDING_WITH_ESPIONAGE_DEFENSE_COST_INCREASE_FACTOR</DefineName>
		<iDefineIntVal>5</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ESPIONAGE_CITY_MAX_ESPIONAGE_DEFENSE_MODIFIER</DefineName>
		<iDefineIntVal>100</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ESPIONAGE_INTERCEPT_MAX_ESPIONAGE_DEFENSE_MODIFIER</DefineName>
		<iDefineIntVal>300</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ESPIONAGE_INTERCEPT_MAX_COUNTER_ESPIONAGE</DefineName>
		<iDefineIntVal>350</iDefineIntVal>
	</Define>
	<!-- ]rucivfan_espionage_system_extended rese -->
	<!-- rucivfan_code_optimization rco[ -->
	<Define>
		<DefineName>HIGHER_TECH_COST_START_ERA</DefineName>
		<DefineTextVal>ERA_CLASSICAL</DefineTextVal>
	</Define>
	<Define>
		<DefineName>HIGHER_TECH_COST_END_ERA</DefineName>
		<DefineTextVal>ERA_MODERN</DefineTextVal>
	</Define>
	<Define>
		<DefineName>HIGHER_TECH_COST_ERA_COST_INCREASE</DefineName>
		<iDefineIntVal>20</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>BARBARIAN_OZEAN_TECH</DefineName>
		<DefineTextVal>TECH_ASTRONOMY</DefineTextVal>
	</Define>
	<Define>
		<DefineName>BARBARIAN_MODERN_TECH_1</DefineName>
		<DefineTextVal>TECH_ASSEMBLY_LINE</DefineTextVal>
	</Define>
	<Define>
		<DefineName>BARBARIAN_MODERN_TECH_2</DefineName>
		<DefineTextVal>TECH_COMBUSTION</DefineTextVal>
	</Define>
	<!-- ]rucivfan_code_optimization rco -->
	<!-- rucivfan_better_ai rba[ -->
	<Define>
		<DefineName>AI_HEAL_LEAD</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>AI_PROMOTION_HEAL_FACTOR</DefineName>
		<iDefineIntVal>5</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>AI_PROMOTION_HEAL_DIVISOR</DefineName>
		<iDefineIntVal>4</iDefineIntVal>
	</Define>
	<!-- ]rucivfan_better_ai rba -->
	<!-- rucivfan_leader_extended rle[ -->
	<Define>
		<DefineName>PROMOTION_LEADER_HAS_ALWAYS_LEADER</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>PROMOTION_LEADER_HAS_ALWAYS_NEW_NAME</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>PROMOTION_LEADER_GIVE_ONLY_ONE_UNIT_EXPERIENCE</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<!-- ]rucivfan_leader_extended rle -->
	<!-- rucivfan_improvement_upgrade_bug_fix riubi[ -->
	<Define>
		<DefineName>IMPROVEMENT_UPGRADE_TIME_FACTOR</DefineName>
		<iDefineIntVal>100</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>IMPROVEMENT_AI_MAX_TURNS_UPGRADE_TIME_VALUE</DefineName>
		<iDefineIntVal>200</iDefineIntVal>
	</Define>
	<!-- ]rucivfan_improvement_upgrade_bug_fix riubi-->
	<!-- rucivfan_tech_diffusion rtd[ -->
	<Define>
		<DefineName>TECH_DIFFUSION_ENABLE</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>TECH_DIFFUSION_KNOWN_TEAM_MODIFIER</DefineName>
		<iDefineIntVal>30</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>TECH_DIFFUSION_KNOWN_TEAM_WITH_OPEN_BORDERS_MODIFIER</DefineName>
		<iDefineIntVal>30</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>TECH_DIFFUSION_KNOWN_VASSAL_MODIFIER</DefineName>
		<iDefineIntVal>40</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>TECH_DIFFUSION_TECH_WELFARE_THRESHOLD</DefineName>
		<iDefineIntVal>88</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>TECH_DIFFUSION_TECH_WELFARE_MODIFIER</DefineName>
		<iDefineIntVal>30</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>TECH_DIFFUSION_LAND_WELFARE_THRESHOLD</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>TECH_DIFFUSION_LAND_WELFARE_MODIFIER</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>TECH_DIFFUSION_CITY_NUMBER_WELFARE_THRESHOLD</DefineName>
		<iDefineIntVal>88</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>TECH_DIFFUSION_CITY_NUMBER_WELFARE_MODIFIER</DefineName>
		<iDefineIntVal>30</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>TECH_COST_FIRST_KNOWN_PREREQ_MODIFIER</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>TECH_COST_KNOWN_PREREQ_MODIFIER</DefineName>
		<iDefineIntVal>20</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>TECH_COST_MODIFIER</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<!-- ]rucivfan_tech_diffusion rtd -->
	<!-- rucivfan_heal_extended rhe[ -->
	<Define>
		<DefineName>TILE_HEAL_COUNT_CONDITION</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>TILE_HEAL_START_COUNT</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<!-- ]rucivfan_heal_extended rhe -->
	<!-- rucivfan_production_without_resources rupwr[ -->
	<Define>
		<DefineName>PRODUCTION_WITHOUT_RESOURCE_LOSS_OF_PRODUCTION</DefineName>
		<iDefineIntVal>25</iDefineIntVal>
	</Define>
	<!-- ]rucivfan_production_without_resources rupwr -->
	<!-- rucivfan_combat_system_extended rcse[ -->
	<Define>
		<DefineName>GREAT_GENERAL_FROM_BARBARIAN_COMBAT</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>GREAT_GENERAL_FROM_ANIMAL_COMBAT</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>BARBARIAN_GREAT_GENERALS</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>COMBAT_DAMAGE</DefineName>
		<iDefineIntVal>20</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>COMBAT_DIE_SIDES</DefineName>
		<iDefineIntVal>1000</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>COLLATERAL_COMBAT_DAMAGE</DefineName>
		<iDefineIntVal>10</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>RANGE_COMBAT_DAMAGE</DefineName>
		<iDefineIntVal>30</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>RANGED_ATTACKS_USE_MOVES</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>MAX_HIT_POINTS</DefineName>
		<iDefineIntVal>100</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>MIN_CITY_ATTACK_MODIFIER_FOR_SIEGE_TOWER</DefineName>
		<iDefineIntVal>10</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>FORTIFY_MODIFIER_PER_TURN</DefineName>
		<iDefineIntVal>5</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>MAX_FORTIFY_TURNS</DefineName>
		<iDefineIntVal>5</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>HILLS_EXTRA_DEFENSE</DefineName>
		<iDefineIntVal>25</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>RIVER_ATTACK_MODIFIER</DefineName>
		<iDefineIntVal>-25</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>AMPHIB_ATTACK_MODIFIER</DefineName>
		<iDefineIntVal>-50</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>BARBARIAN_COMBAT_EXTRA_CITY_DEFENSE_MODIFIER</DefineName>
		<iDefineIntVal>25</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>ANIMAL_MAX_XP_VALUE</DefineName>
		<iDefineIntVal>10</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>BARBARIAN_MAX_XP_VALUE</DefineName>
		<iDefineIntVal>26</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>MIN_EXPERIENCE_PER_COMBAT</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>MAX_EXPERIENCE_PER_COMBAT</DefineName>
		<iDefineIntVal>10</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>EXPERIENCE_FROM_WITHDRAWL</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>EXPERIENCE_FROM_AIR_STRIKE</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>EXPERIENCE_FROM_RANGE_STRIKE</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>MAX_WITHDRAWAL_PROBABILITY</DefineName>
		<iDefineIntVal>90</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>MAX_INTERCEPTION_PROBABILITY</DefineName>
		<iDefineIntVal>100</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>MAX_EVASION_PROBABILITY</DefineName>
		<iDefineIntVal>90</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>AIR_COMBAT_DAMAGE</DefineName>
		<iDefineIntVal>30</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>INTERCEPTION_MAX_ROUNDS</DefineName>
		<iDefineIntVal>8</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>MAX_INTERCEPTION_DAMAGE</DefineName>
		<iDefineIntVal>50</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>MIN_INTERCEPTION_DAMAGE</DefineName>
		<iDefineIntVal>20</iDefineIntVal>
	</Define>
	<!--Enables Air Interception chances being Multiplicitive. 3 Planes with 20% intercept chance would intercept incoming planes at 1 - (0.8^3) of the time. The Firaxis method is to intercept at highest intercept chance on the tile.-->
	<Define>
		<DefineName>BETTER_AIR_INTERCEPTION</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<!-- ]rucivfan_combat_system_extended rcse -->	
</Civ4Defines>
