<?xml version="1.0"?>
<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Alex Mantzaris (Firaxis Games) -->
<Civ4CivicInfos xmlns="x-schema:CIV4GameInfoSchema.xml">
	<!-- Sid Meier's Civilization 4 -->
	<!-- Copyright Firaxis Games 2005 -->
	<!-- -->
	<!-- Civic Infos -->
	<CivicInfos>
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_GOVERNMENT</CivicOptionType>
			<Type>CIVIC_DESPOTISM</Type>
			<Description>TXT_KEY_CIVIC_DESPOTISM</Description>
			<Civilopedia>TXT_KEY_CIVIC_DESPOTISM_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_DESPOTISM_STRATEGY</Strategy>
			<Button>,Art/Interface/Buttons/Civics/Despotism.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,5,1</Button>
			<TechPrereq>NONE</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_LOW</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<iTempFlatMovesAfterAttackChange>0</iTempFlatMovesAfterAttackChange>
			<iFlatMovesChange>0</iFlatMovesChange>
			<RouteMoveDenominatorChanges>
				<RouteMoveDenominatorChange>
					<RouteType>ROUTE_ROAD</RouteType>
					<iMoveDenominatorChange>0</iMoveDenominatorChange>
				</RouteMoveDenominatorChange>
				<RouteMoveDenominatorChange>
					<RouteType>ROUTE_RAILROAD</RouteType>
					<iMoveDenominatorChange>0</iMoveDenominatorChange>
				</RouteMoveDenominatorChange>
			</RouteMoveDenominatorChanges>
			<RouteFlatMoveDenominatorChanges>
				<RouteFlatMoveDenominatorChange>
					<RouteType>ROUTE_ROAD</RouteType>
					<iFlatMoveDenominatorChange>0</iFlatMoveDenominatorChange>
				</RouteFlatMoveDenominatorChange>
				<RouteFlatMoveDenominatorChange>
					<RouteType>ROUTE_RAILROAD</RouteType>
					<iFlatMoveDenominatorChange>0</iFlatMoveDenominatorChange>
				</RouteFlatMoveDenominatorChange>
			</RouteFlatMoveDenominatorChanges>
			<iMaxAttackCountChange>0</iMaxAttackCountChange> 
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<!-- rucivfan_food_production_modifier rfpm[  -->
			<iFoodProductionModifier>0</iFoodProductionModifier>
			<iOverflowFoodProductionModifier>0</iOverflowFoodProductionModifier>
			<!-- ]rucivfan_food_production_modifier rfpm -->
			<iMaxConscript>0</iMaxConscript>
			<!-- rucivfan_production_without_resources rupwr[ -->
			<bUnitProductionWithoutResources>0</bUnitProductionWithoutResources>
			<iUnitProductionLossReduceModifier>0</iUnitProductionLossReduceModifier>
			<!-- ]rucivfan_production_without_resources rupwr -->
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<!-- rucivfan_war_weariness rww[ -->
			<iEnemyUnitWarWearinessModifier>0</iEnemyUnitWarWearinessModifier>
			<iOwnUnitWarWearinessModifier>0</iOwnUnitWarWearinessModifier>
			<iWarWearinessDecayModifier>0</iWarWearinessDecayModifier>
			<iWarWearinessDecayPeacePercent>0</iWarWearinessDecayPeacePercent>
			<!-- ]rucivfan_war_weariness rww -->
			<!-- rucivfan_combat_system_extended rcse[ -->
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<DefectorProbabilityModifierUnitCombatTypes>
				<DefectorProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
				</DefectorProbabilityModifierUnitCombatType>
			</DefectorProbabilityModifierUnitCombatTypes>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<CaptureProbabilityModifierUnitCombatTypes>
				<CaptureProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
				</CaptureProbabilityModifierUnitCombatType>
			</CaptureProbabilityModifierUnitCombatTypes>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<!-- rucivfan_anger_modifier ram[ -->
			<iHurryAngerModifier>0</iHurryAngerModifier>
			<iConscriptAngerModifier>0</iConscriptAngerModifier>
			<iDefyResolutionAngerModifier>0</iDefyResolutionAngerModifier>
			<AngryCitizenYieldChange/>
			<AngryCitizenCommerceChange/>
			<!-- ]rucivfan_anger_modifier ram -->
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers/>
			<CapitalYieldModifiers/>
			<TradeYieldModifiers/>
			<CommerceModifiers/>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<Hurrys/>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids/>
			<BuildingHappinessChanges/>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges/>
			<!-- rucivfan_feature_extended rfe[ -->
			<iFeatureGrowthIgnoreCivilisationChanceModifier>0</iFeatureGrowthIgnoreCivilisationChanceModifier>
			<iFeatureGrowthModifier>0</iFeatureGrowthModifier>
			<!-- ]rucivfan_feature_extended rfe -->
			<WeLoveTheKing>TXT_KEY_CIVIC_WE_LOVE_DESPOT</WeLoveTheKing>
		</CivicInfo>
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_GOVERNMENT</CivicOptionType>
			<Type>CIVIC_HEREDITARY_RULE</Type>
			<Description>TXT_KEY_CIVIC_HEREDITARY_RULE</Description>
			<Civilopedia>TXT_KEY_CIVIC_HEREDITARY_RULE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_HEREDITARY_RULE_STRATEGY</Strategy>
			<Button>,Art/Interface/Buttons/Civics/Hereditary_Rule.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,3,3</Button>
			<TechPrereq>TECH_MONARCHY</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_LOW</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<iTempFlatMovesAfterAttackChange>0</iTempFlatMovesAfterAttackChange>
			<iFlatMovesChange>0</iFlatMovesChange>
			<RouteMoveDenominatorChanges/>
			<RouteFlatMoveDenominatorChanges/>
			<iMaxAttackCountChange>0</iMaxAttackCountChange>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>1</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<!-- rucivfan_food_production_modifier rfpm[  -->
			<iFoodProductionModifier>0</iFoodProductionModifier>
			<iOverflowFoodProductionModifier>0</iOverflowFoodProductionModifier>
			<!-- ]rucivfan_food_production_modifier rfpm -->
			<iMaxConscript>0</iMaxConscript>
			<!-- rucivfan_production_without_resources rupwr[ -->
			<bUnitProductionWithoutResources>0</bUnitProductionWithoutResources>
			<iUnitProductionLossReduceModifier>0</iUnitProductionLossReduceModifier>
			<!-- ]rucivfan_production_without_resources rupwr -->
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>-25</iWarWearinessModifier>
			<!-- rucivfan_war_weariness rww[ -->
			<iEnemyUnitWarWearinessModifier>0</iEnemyUnitWarWearinessModifier>
			<iOwnUnitWarWearinessModifier>0</iOwnUnitWarWearinessModifier>
			<iWarWearinessDecayModifier>0</iWarWearinessDecayModifier>
			<iWarWearinessDecayPeacePercent>0</iWarWearinessDecayPeacePercent>
			<!-- ]rucivfan_war_weariness rww -->
			<!-- rucivfan_combat_system_extended rcse[ -->
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<DefectorProbabilityModifierUnitCombatTypes>
				<DefectorProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
				</DefectorProbabilityModifierUnitCombatType>
			</DefectorProbabilityModifierUnitCombatTypes>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<CaptureProbabilityModifierUnitCombatTypes>
				<CaptureProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
				</CaptureProbabilityModifierUnitCombatType>
			</CaptureProbabilityModifierUnitCombatTypes>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<!-- rucivfan_anger_modifier ram[ -->
			<iHurryAngerModifier>0</iHurryAngerModifier>
			<iConscriptAngerModifier>0</iConscriptAngerModifier>
			<iDefyResolutionAngerModifier>0</iDefyResolutionAngerModifier>
			<AngryCitizenYieldChange/>
			<AngryCitizenCommerceChange/>
			<!-- ]rucivfan_anger_modifier ram -->
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers/>
			<CapitalYieldModifiers/>
			<TradeYieldModifiers/>
			<CommerceModifiers/>
			<CapitalCommerceModifiers>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</CapitalCommerceModifiers>
			<SpecialistExtraCommerces/>
			<Hurrys/>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids/>
			<BuildingHappinessChanges>
				<BuildingHappinessChange>
					<BuildingType>BUILDINGCLASS_CASTLE</BuildingType>
					<iHappinessChange>1</iHappinessChange>
				</BuildingHappinessChange>
			</BuildingHappinessChanges>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges/>
			<!-- rucivfan_feature_extended rfe[ -->
			<iFeatureGrowthIgnoreCivilisationChanceModifier>0</iFeatureGrowthIgnoreCivilisationChanceModifier>
			<iFeatureGrowthModifier>0</iFeatureGrowthModifier>
			<!-- ]rucivfan_feature_extended rfe -->
			<WeLoveTheKing>TXT_KEY_CIVIC_WE_LOVE_MONARCH</WeLoveTheKing>
		</CivicInfo>
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_GOVERNMENT</CivicOptionType>
			<Type>CIVIC_NOOCRACY</Type>
			<Description>TXT_KEY_CIVIC_NOOCRACY</Description>
			<Civilopedia>TXT_KEY_CIVIC_NOOCRACY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_NOOCRACY_STRATEGY</Strategy>
			<Button>Art/Interface/Buttons/Civics/noocracy.dds</Button>
			<TechPrereq>TECH_PHILOSOPHY</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_MEDIUM</Upkeep>
			<iAIWeight>42</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<iTempFlatMovesAfterAttackChange>0</iTempFlatMovesAfterAttackChange>
			<iFlatMovesChange>0</iFlatMovesChange>
			<RouteMoveDenominatorChanges/>
			<RouteFlatMoveDenominatorChanges/>
			<iMaxAttackCountChange>0</iMaxAttackCountChange>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<!-- rucivfan_food_production_modifier rfpm[  -->
			<iFoodProductionModifier>0</iFoodProductionModifier>
			<iOverflowFoodProductionModifier>0</iOverflowFoodProductionModifier>
			<!-- ]rucivfan_food_production_modifier rfpm -->
			<iMaxConscript>0</iMaxConscript>
			<!-- rucivfan_production_without_resources rupwr[ -->
			<bUnitProductionWithoutResources>0</bUnitProductionWithoutResources>
			<iUnitProductionLossReduceModifier>0</iUnitProductionLossReduceModifier>
			<!-- ]rucivfan_production_without_resources rupwr -->
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<!-- rucivfan_war_weariness rww[ -->
			<iEnemyUnitWarWearinessModifier>0</iEnemyUnitWarWearinessModifier>
			<iOwnUnitWarWearinessModifier>0</iOwnUnitWarWearinessModifier>
			<iWarWearinessDecayModifier>0</iWarWearinessDecayModifier>
			<iWarWearinessDecayPeacePercent>0</iWarWearinessDecayPeacePercent>
			<!-- ]rucivfan_war_weariness rww -->
			<!-- rucivfan_combat_system_extended rcse[ -->
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<DefectorProbabilityModifierUnitCombatTypes>
				<DefectorProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
				</DefectorProbabilityModifierUnitCombatType>
			</DefectorProbabilityModifierUnitCombatTypes>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<CaptureProbabilityModifierUnitCombatTypes>
				<CaptureProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
				</CaptureProbabilityModifierUnitCombatType>
			</CaptureProbabilityModifierUnitCombatTypes>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<!-- rucivfan_anger_modifier ram[ -->
			<iHurryAngerModifier>0</iHurryAngerModifier>
			<iConscriptAngerModifier>0</iConscriptAngerModifier>
			<iDefyResolutionAngerModifier>0</iDefyResolutionAngerModifier>
			<AngryCitizenYieldChange/>
			<AngryCitizenCommerceChange/>
			<!-- ]rucivfan_anger_modifier ram -->
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers>
				<iYield>0</iYield>
				<iYield>0</iYield>
				<iYield>0</iYield>
			</YieldModifiers>
			<CapitalYieldModifiers/>
			<TradeYieldModifiers/>
			<CommerceModifiers>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</CommerceModifiers>
			<CapitalCommerceModifiers>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</CapitalCommerceModifiers>
			<SpecialistExtraCommerces>
				<iCommerce>0</iCommerce>
				<iCommerce>3</iCommerce>
				<iCommerce>0</iCommerce>
			</SpecialistExtraCommerces>
			<Hurrys>
				<Hurry>
					<HurryType>HURRY_GOLD</HurryType>
					<bHurry>0</bHurry>
				</Hurry>
			</Hurrys>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids/>
			<BuildingHappinessChanges/>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges>
				<ImprovementYieldChange>
					<ImprovementType>IMPROVEMENT_TOWN</ImprovementType>
					<ImprovementYields>
						<iYield>0</iYield>
						<iYield>0</iYield>
						<iYield>0</iYield>
					</ImprovementYields>
				</ImprovementYieldChange>
				<ImprovementYieldChange>
					<ImprovementType>IMPROVEMENT_VILLAGE</ImprovementType>
					<ImprovementYields>
						<iYield>0</iYield>
						<iYield>0</iYield>
						<iYield>0</iYield>
					</ImprovementYields>
				</ImprovementYieldChange>
			</ImprovementYieldChanges>
			<!-- rucivfan_feature_extended rfe[ -->
			<iFeatureGrowthIgnoreCivilisationChanceModifier>0</iFeatureGrowthIgnoreCivilisationChanceModifier>
			<iFeatureGrowthModifier>0</iFeatureGrowthModifier>
			<!-- ]rucivfan_feature_extended rfe -->
			<WeLoveTheKing>TXT_KEY_CIVIC_WE_LOVE_PHILOSOPHY</WeLoveTheKing>
		</CivicInfo>
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_GOVERNMENT</CivicOptionType>
			<Type>CIVIC_REPRESENTATION</Type>
			<Description>TXT_KEY_CIVIC_REPRESENTATION</Description>
			<Civilopedia>TXT_KEY_CIVIC_REPRESENTATION_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_REPRESENTATION_STRATEGY_NEW</Strategy>
			<Button>,Art/Interface/Buttons/Civics/Representation.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,6,2</Button>
			<TechPrereq>TECH_CONSTITUTION</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_MEDIUM</Upkeep>
			<iAIWeight>30</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<iTempFlatMovesAfterAttackChange>0</iTempFlatMovesAfterAttackChange>
			<iFlatMovesChange>0</iFlatMovesChange>
			<RouteMoveDenominatorChanges/>
			<RouteFlatMoveDenominatorChanges/>
			<iMaxAttackCountChange>0</iMaxAttackCountChange>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<!-- rucivfan_food_production_modifier rfpm[  -->
			<iFoodProductionModifier>0</iFoodProductionModifier>
			<iOverflowFoodProductionModifier>0</iOverflowFoodProductionModifier>
			<!-- ]rucivfan_food_production_modifier rfpm -->
			<iMaxConscript>0</iMaxConscript>
			<!-- rucivfan_production_without_resources rupwr[ -->
			<bUnitProductionWithoutResources>0</bUnitProductionWithoutResources>
			<iUnitProductionLossReduceModifier>0</iUnitProductionLossReduceModifier>
			<!-- ]rucivfan_production_without_resources rupwr -->
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>3</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<!-- rucivfan_war_weariness rww[ -->
			<iEnemyUnitWarWearinessModifier>0</iEnemyUnitWarWearinessModifier>
			<iOwnUnitWarWearinessModifier>0</iOwnUnitWarWearinessModifier>
			<iWarWearinessDecayModifier>0</iWarWearinessDecayModifier>
			<iWarWearinessDecayPeacePercent>0</iWarWearinessDecayPeacePercent>
			<!-- ]rucivfan_war_weariness rww -->
			<!-- rucivfan_combat_system_extended rcse[ -->
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<DefectorProbabilityModifierUnitCombatTypes>
				<DefectorProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
				</DefectorProbabilityModifierUnitCombatType>
			</DefectorProbabilityModifierUnitCombatTypes>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<CaptureProbabilityModifierUnitCombatTypes>
				<CaptureProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
				</CaptureProbabilityModifierUnitCombatType>
			</CaptureProbabilityModifierUnitCombatTypes>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<!-- rucivfan_anger_modifier ram[ -->
			<iHurryAngerModifier>0</iHurryAngerModifier>
			<iConscriptAngerModifier>0</iConscriptAngerModifier>
			<iDefyResolutionAngerModifier>0</iDefyResolutionAngerModifier>
			<AngryCitizenYieldChange/>
			<AngryCitizenCommerceChange/>
			<!-- ]rucivfan_anger_modifier ram -->
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers>
				<iYield>0</iYield>
				<iYield>0</iYield>
				<iYield>0</iYield>
			</YieldModifiers>
			<CapitalYieldModifiers>
				<iYield>0</iYield>
				<iYield>0</iYield>
				<iYield>0</iYield>
			</CapitalYieldModifiers>
			<TradeYieldModifiers/>
			<CommerceModifiers>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</CommerceModifiers>
			<CapitalCommerceModifiers>
				<iCommerce>0</iCommerce>
				<iCommerce>50</iCommerce>
				<iCommerce>50</iCommerce>
				<iCommerce>50</iCommerce>
			</CapitalCommerceModifiers>
			<SpecialistExtraCommerces>
				<iCommerce>0</iCommerce>
				<iCommerce>1</iCommerce>
				<iCommerce>1</iCommerce>
				<iCommerce>1</iCommerce>
			</SpecialistExtraCommerces>
			<Hurrys/>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids/>
			<BuildingHappinessChanges>
				<BuildingHappinessChange>
					<BuildingType>BUILDINGCLASS_THE_SENATE</BuildingType>
					<iHappinessChange>0</iHappinessChange>
				</BuildingHappinessChange>
			</BuildingHappinessChanges>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges/>
			<!-- rucivfan_feature_extended rfe[ -->
			<iFeatureGrowthIgnoreCivilisationChanceModifier>0</iFeatureGrowthIgnoreCivilisationChanceModifier>
			<iFeatureGrowthModifier>0</iFeatureGrowthModifier>
			<!-- ]rucivfan_feature_extended rfe -->
			<WeLoveTheKing>TXT_KEY_CIVIC_WE_LOVE_PRIME_MINISTER</WeLoveTheKing>
		</CivicInfo>
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_GOVERNMENT</CivicOptionType>
			<Type>CIVIC_POLICE_STATE</Type>
			<Description>TXT_KEY_CIVIC_POLICE_STATE</Description>
			<Civilopedia>TXT_KEY_CIVIC_POLICE_STATE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_POLICE_STATE_STRATEGY</Strategy>
			<Help/>
			<Button>,Art/Interface/Buttons/Civics/Police_State.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,5,2</Button>
			<TechPrereq>TECH_FASCISM</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_HIGH</Upkeep>
			<iAIWeight>30</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<iTempFlatMovesAfterAttackChange>0</iTempFlatMovesAfterAttackChange>
			<iFlatMovesChange>0</iFlatMovesChange>
			<RouteMoveDenominatorChanges/>
			<RouteFlatMoveDenominatorChanges/>
			<iMaxAttackCountChange>0</iMaxAttackCountChange>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iMilitaryProductionModifier>25</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<!-- rucivfan_food_production_modifier rfpm[  -->
			<iFoodProductionModifier>0</iFoodProductionModifier>
			<iOverflowFoodProductionModifier>0</iOverflowFoodProductionModifier>
			<!-- ]rucivfan_food_production_modifier rfpm -->
			<iMaxConscript>0</iMaxConscript>
			<!-- rucivfan_production_without_resources rupwr[ -->
			<bUnitProductionWithoutResources>0</bUnitProductionWithoutResources>
			<iUnitProductionLossReduceModifier>0</iUnitProductionLossReduceModifier>
			<!-- ]rucivfan_production_without_resources rupwr -->
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>-50</iWarWearinessModifier>
			<!-- rucivfan_war_weariness rww[ -->
			<iEnemyUnitWarWearinessModifier>0</iEnemyUnitWarWearinessModifier>
			<iOwnUnitWarWearinessModifier>0</iOwnUnitWarWearinessModifier>
			<iWarWearinessDecayModifier>0</iWarWearinessDecayModifier>
			<iWarWearinessDecayPeacePercent>0</iWarWearinessDecayPeacePercent>
			<!-- ]rucivfan_war_weariness rww -->
			<!-- rucivfan_combat_system_extended rcse[ -->
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<DefectorProbabilityModifierUnitCombatTypes>
				<DefectorProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
				</DefectorProbabilityModifierUnitCombatType>
			</DefectorProbabilityModifierUnitCombatTypes>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<CaptureProbabilityModifierUnitCombatTypes>
				<CaptureProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
				</CaptureProbabilityModifierUnitCombatType>
			</CaptureProbabilityModifierUnitCombatTypes>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<!-- rucivfan_anger_modifier ram[ -->
			<iHurryAngerModifier>0</iHurryAngerModifier>
			<iConscriptAngerModifier>0</iConscriptAngerModifier>
			<iDefyResolutionAngerModifier>0</iDefyResolutionAngerModifier>
			<AngryCitizenYieldChange/>
			<AngryCitizenCommerceChange/>
			<!-- ]rucivfan_anger_modifier ram -->
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers/>
			<CapitalYieldModifiers/>
			<TradeYieldModifiers/>
			<CommerceModifiers/>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>3</iCommerce>
			</SpecialistExtraCommerces>
			<Hurrys/>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids/>
			<BuildingHappinessChanges>
				<BuildingHappinessChange>
					<BuildingType>BUILDINGCLASS_JAIL</BuildingType>
					<iHappinessChange>0</iHappinessChange>
				</BuildingHappinessChange>
			</BuildingHappinessChanges>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges/>
			<!-- rucivfan_feature_extended rfe[ -->
			<iFeatureGrowthIgnoreCivilisationChanceModifier>0</iFeatureGrowthIgnoreCivilisationChanceModifier>
			<iFeatureGrowthModifier>0</iFeatureGrowthModifier>
			<!-- ]rucivfan_feature_extended rfe -->
			<WeLoveTheKing>TXT_KEY_CIVIC_WE_LOVE_DICTATOR</WeLoveTheKing>
		</CivicInfo>
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_GOVERNMENT</CivicOptionType>
			<Type>CIVIC_UNIVERSAL_SUFFRAGE</Type>
			<Description>TXT_KEY_CIVIC_UNIVERSAL_SUFFRAGE</Description>
			<Civilopedia>TXT_KEY_CIVIC_UNIVERSAL_SUFFRAGE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_UNIVERSAL_SUFFRAGE_STRATEGY</Strategy>
			<Button>,Art/Interface/Buttons/Civics/Universal_Sufferage.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,8,3</Button>
			<TechPrereq>TECH_DEMOCRACY</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_LOW</Upkeep>
			<iAIWeight>30</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<iTempFlatMovesAfterAttackChange>0</iTempFlatMovesAfterAttackChange>
			<iFlatMovesChange>0</iFlatMovesChange>
			<RouteMoveDenominatorChanges/>
			<RouteFlatMoveDenominatorChanges/>
			<iMaxAttackCountChange>0</iMaxAttackCountChange>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<!-- rucivfan_food_production_modifier rfpm[  -->
			<iFoodProductionModifier>0</iFoodProductionModifier>
			<iOverflowFoodProductionModifier>0</iOverflowFoodProductionModifier>
			<!-- ]rucivfan_food_production_modifier rfpm -->
			<iMaxConscript>0</iMaxConscript>
			<!-- rucivfan_production_without_resources rupwr[ -->
			<bUnitProductionWithoutResources>0</bUnitProductionWithoutResources>
			<iUnitProductionLossReduceModifier>0</iUnitProductionLossReduceModifier>
			<!-- ]rucivfan_production_without_resources rupwr -->
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<!-- rucivfan_war_weariness rww[ -->
			<iEnemyUnitWarWearinessModifier>0</iEnemyUnitWarWearinessModifier>
			<iOwnUnitWarWearinessModifier>0</iOwnUnitWarWearinessModifier>
			<iWarWearinessDecayModifier>0</iWarWearinessDecayModifier>
			<iWarWearinessDecayPeacePercent>0</iWarWearinessDecayPeacePercent>
			<!-- ]rucivfan_war_weariness rww -->
			<!-- rucivfan_combat_system_extended rcse[ -->
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<DefectorProbabilityModifierUnitCombatTypes>
				<DefectorProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
				</DefectorProbabilityModifierUnitCombatType>
			</DefectorProbabilityModifierUnitCombatTypes>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<CaptureProbabilityModifierUnitCombatTypes>
				<CaptureProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
				</CaptureProbabilityModifierUnitCombatType>
			</CaptureProbabilityModifierUnitCombatTypes>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<!-- rucivfan_anger_modifier ram[ -->
			<iHurryAngerModifier>0</iHurryAngerModifier>
			<iConscriptAngerModifier>0</iConscriptAngerModifier>
			<iDefyResolutionAngerModifier>0</iDefyResolutionAngerModifier>
			<AngryCitizenYieldChange/>
			<AngryCitizenCommerceChange/>
			<!-- ]rucivfan_anger_modifier ram -->
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers/>
			<CapitalYieldModifiers/>
			<TradeYieldModifiers/>
			<CommerceModifiers/>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</SpecialistExtraCommerces>
			<Hurrys>
				<Hurry>
					<HurryType>HURRY_GOLD</HurryType>
					<bHurry>1</bHurry>
				</Hurry>
			</Hurrys>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids/>
			<BuildingHappinessChanges/>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges>
				<ImprovementYieldChange>
					<ImprovementType>IMPROVEMENT_TOWN</ImprovementType>
					<ImprovementYields>
						<iYield>0</iYield>
						<iYield>1</iYield>
						<iYield>0</iYield>
					</ImprovementYields>
				</ImprovementYieldChange>
				<ImprovementYieldChange>
					<ImprovementType>IMPROVEMENT_VILLAGE</ImprovementType>
					<ImprovementYields>
						<iYield>0</iYield>
						<iYield>1</iYield>
						<iYield>0</iYield>
					</ImprovementYields>
				</ImprovementYieldChange>
			</ImprovementYieldChanges>
			<!-- rucivfan_feature_extended rfe[ -->
			<iFeatureGrowthIgnoreCivilisationChanceModifier>0</iFeatureGrowthIgnoreCivilisationChanceModifier>
			<iFeatureGrowthModifier>0</iFeatureGrowthModifier>
			<!-- ]rucivfan_feature_extended rfe -->
			<WeLoveTheKing>TXT_KEY_CIVIC_WE_LOVE_PRESIDENT</WeLoveTheKing>
		</CivicInfo>
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_LEGAL</CivicOptionType>
			<Type>CIVIC_BARBARISM</Type>
			<Description>TXT_KEY_CIVIC_BARBARISM</Description>
			<Civilopedia>TXT_KEY_CIVIC_BARBARISM_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_BARBARISM_STRATEGY</Strategy>
			<Button>,Art/Interface/Buttons/Civics/Barbarism.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,1,1</Button>
			<TechPrereq>NONE</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_LOW</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<iTempFlatMovesAfterAttackChange>0</iTempFlatMovesAfterAttackChange>
			<iFlatMovesChange>0</iFlatMovesChange>
			<RouteMoveDenominatorChanges/>
			<RouteFlatMoveDenominatorChanges/>
			<iMaxAttackCountChange>0</iMaxAttackCountChange>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<!-- rucivfan_food_production_modifier rfpm[  -->
			<iFoodProductionModifier>0</iFoodProductionModifier>
			<iOverflowFoodProductionModifier>0</iOverflowFoodProductionModifier>
			<!-- ]rucivfan_food_production_modifier rfpm -->
			<iMaxConscript>0</iMaxConscript>
			<!-- rucivfan_production_without_resources rupwr[ -->
			<bUnitProductionWithoutResources>0</bUnitProductionWithoutResources>
			<iUnitProductionLossReduceModifier>0</iUnitProductionLossReduceModifier>
			<!-- ]rucivfan_production_without_resources rupwr -->
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<!-- rucivfan_war_weariness rww[ -->
			<iEnemyUnitWarWearinessModifier>0</iEnemyUnitWarWearinessModifier>
			<iOwnUnitWarWearinessModifier>0</iOwnUnitWarWearinessModifier>
			<iWarWearinessDecayModifier>0</iWarWearinessDecayModifier>
			<iWarWearinessDecayPeacePercent>0</iWarWearinessDecayPeacePercent>
			<!-- ]rucivfan_war_weariness rww -->
			<!-- rucivfan_combat_system_extended rcse[ -->
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<DefectorProbabilityModifierUnitCombatTypes>
				<DefectorProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
				</DefectorProbabilityModifierUnitCombatType>
			</DefectorProbabilityModifierUnitCombatTypes>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<CaptureProbabilityModifierUnitCombatTypes>
				<CaptureProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
				</CaptureProbabilityModifierUnitCombatType>
			</CaptureProbabilityModifierUnitCombatTypes>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<!-- rucivfan_anger_modifier ram[ -->
			<iHurryAngerModifier>0</iHurryAngerModifier>
			<iConscriptAngerModifier>0</iConscriptAngerModifier>
			<iDefyResolutionAngerModifier>0</iDefyResolutionAngerModifier>
			<AngryCitizenYieldChange/>
			<AngryCitizenCommerceChange/>
			<!-- ]rucivfan_anger_modifier ram -->
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers/>
			<CapitalYieldModifiers/>
			<TradeYieldModifiers/>
			<CommerceModifiers/>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<Hurrys/>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids/>
			<BuildingHappinessChanges/>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges/>
			<!-- rucivfan_feature_extended rfe[ -->
			<iFeatureGrowthIgnoreCivilisationChanceModifier>0</iFeatureGrowthIgnoreCivilisationChanceModifier>
			<iFeatureGrowthModifier>0</iFeatureGrowthModifier>
			<!-- ]rucivfan_feature_extended rfe -->
			<WeLoveTheKing/>
		</CivicInfo>
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_LEGAL</CivicOptionType>
			<Type>CIVIC_VASSALAGE</Type>
			<Description>TXT_KEY_CIVIC_VASSALAGE</Description>
			<Civilopedia>TXT_KEY_CIVIC_VASSALAGE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_VASSALAGE_STRATEGY</Strategy>
			<Button>,Art/Interface/Buttons/Civics/Vassalage.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,1,4</Button>
			<TechPrereq>TECH_FEUDALISM</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_HIGH</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>-25</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>2</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<iTempFlatMovesAfterAttackChange>0</iTempFlatMovesAfterAttackChange>
			<iFlatMovesChange>0</iFlatMovesChange>
			<RouteMoveDenominatorChanges/>
			<RouteFlatMoveDenominatorChanges/>
			<iMaxAttackCountChange>0</iMaxAttackCountChange>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>5</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>5</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<!-- rucivfan_food_production_modifier rfpm[  -->
			<iFoodProductionModifier>0</iFoodProductionModifier>
			<iOverflowFoodProductionModifier>0</iOverflowFoodProductionModifier>
			<!-- ]rucivfan_food_production_modifier rfpm -->
			<iMaxConscript>0</iMaxConscript>
			<!-- rucivfan_production_without_resources rupwr[ -->
			<bUnitProductionWithoutResources>0</bUnitProductionWithoutResources>
			<iUnitProductionLossReduceModifier>0</iUnitProductionLossReduceModifier>
			<!-- ]rucivfan_production_without_resources rupwr -->
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<!-- rucivfan_war_weariness rww[ -->
			<iEnemyUnitWarWearinessModifier>0</iEnemyUnitWarWearinessModifier>
			<iOwnUnitWarWearinessModifier>0</iOwnUnitWarWearinessModifier>
			<iWarWearinessDecayModifier>0</iWarWearinessDecayModifier>
			<iWarWearinessDecayPeacePercent>0</iWarWearinessDecayPeacePercent>
			<!-- ]rucivfan_war_weariness rww -->
			<!-- rucivfan_combat_system_extended rcse[ -->
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<DefectorProbabilityModifierUnitCombatTypes>
				<DefectorProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
				</DefectorProbabilityModifierUnitCombatType>
			</DefectorProbabilityModifierUnitCombatTypes>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<CaptureProbabilityModifierUnitCombatTypes>
				<CaptureProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
				</CaptureProbabilityModifierUnitCombatType>
			</CaptureProbabilityModifierUnitCombatTypes>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<!-- rucivfan_anger_modifier ram[ -->
			<iHurryAngerModifier>0</iHurryAngerModifier>
			<iConscriptAngerModifier>0</iConscriptAngerModifier>
			<iDefyResolutionAngerModifier>0</iDefyResolutionAngerModifier>
			<AngryCitizenYieldChange/>
			<AngryCitizenCommerceChange/>
			<!-- ]rucivfan_anger_modifier ram -->
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers/>
			<CapitalYieldModifiers/>
			<TradeYieldModifiers/>
			<CommerceModifiers/>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<Hurrys/>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids/>
			<BuildingHappinessChanges/>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges/>
			<!-- rucivfan_feature_extended rfe[ -->
			<iFeatureGrowthIgnoreCivilisationChanceModifier>0</iFeatureGrowthIgnoreCivilisationChanceModifier>
			<iFeatureGrowthModifier>0</iFeatureGrowthModifier>
			<!-- ]rucivfan_feature_extended rfe -->
			<WeLoveTheKing/>
		</CivicInfo>
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_LEGAL</CivicOptionType>
			<Type>CIVIC_BUREAUCRACY</Type>
			<Description>TXT_KEY_CIVIC_BUREAUCRACY</Description>
			<Civilopedia>TXT_KEY_CIVIC_BUREAUCRACY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_BUREAUCRACY_STRATEGY</Strategy>
			<Button>,Art/Interface/Buttons/Civics/Bureaucracy.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,2,1</Button>
			<TechPrereq>TECH_CIVIL_SERVICE</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_HIGH</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<iTempFlatMovesAfterAttackChange>0</iTempFlatMovesAfterAttackChange>
			<iFlatMovesChange>0</iFlatMovesChange>
			<RouteMoveDenominatorChanges/>
			<RouteFlatMoveDenominatorChanges/>
			<iMaxAttackCountChange>0</iMaxAttackCountChange>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<!-- rucivfan_food_production_modifier rfpm[  -->
			<iFoodProductionModifier>0</iFoodProductionModifier>
			<iOverflowFoodProductionModifier>0</iOverflowFoodProductionModifier>
			<!-- ]rucivfan_food_production_modifier rfpm -->
			<iMaxConscript>0</iMaxConscript>
			<!-- rucivfan_production_without_resources rupwr[ -->
			<bUnitProductionWithoutResources>0</bUnitProductionWithoutResources>
			<iUnitProductionLossReduceModifier>0</iUnitProductionLossReduceModifier>
			<!-- ]rucivfan_production_without_resources rupwr -->
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<!-- rucivfan_war_weariness rww[ -->
			<iEnemyUnitWarWearinessModifier>0</iEnemyUnitWarWearinessModifier>
			<iOwnUnitWarWearinessModifier>0</iOwnUnitWarWearinessModifier>
			<iWarWearinessDecayModifier>0</iWarWearinessDecayModifier>
			<iWarWearinessDecayPeacePercent>0</iWarWearinessDecayPeacePercent>
			<!-- ]rucivfan_war_weariness rww -->
			<!-- rucivfan_combat_system_extended rcse[ -->
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<DefectorProbabilityModifierUnitCombatTypes>
				<DefectorProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
				</DefectorProbabilityModifierUnitCombatType>
			</DefectorProbabilityModifierUnitCombatTypes>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<CaptureProbabilityModifierUnitCombatTypes>
				<CaptureProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
				</CaptureProbabilityModifierUnitCombatType>
			</CaptureProbabilityModifierUnitCombatTypes>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<!-- rucivfan_anger_modifier ram[ -->
			<iHurryAngerModifier>0</iHurryAngerModifier>
			<iConscriptAngerModifier>0</iConscriptAngerModifier>
			<iDefyResolutionAngerModifier>0</iDefyResolutionAngerModifier>
			<AngryCitizenYieldChange/>
			<AngryCitizenCommerceChange/>
			<!-- ]rucivfan_anger_modifier ram -->
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers/>
			<CapitalYieldModifiers>
				<iYield>0</iYield>
				<iYield>50</iYield>
				<iYield>50</iYield>
			</CapitalYieldModifiers>
			<TradeYieldModifiers/>
			<CommerceModifiers/>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<Hurrys/>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids/>
			<BuildingHappinessChanges/>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges/>
			<!-- rucivfan_feature_extended rfe[ -->
			<iFeatureGrowthIgnoreCivilisationChanceModifier>0</iFeatureGrowthIgnoreCivilisationChanceModifier>
			<iFeatureGrowthModifier>0</iFeatureGrowthModifier>
			<!-- ]rucivfan_feature_extended rfe -->
			<WeLoveTheKing/>
		</CivicInfo>
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_LEGAL</CivicOptionType>
			<Type>CIVIC_NATIONHOOD</Type>
			<Description>TXT_KEY_CIVIC_NATIONHOOD</Description>
			<Civilopedia>TXT_KEY_CIVIC_NATIONHOOD_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_NATIONHOOD_STRATEGY_NEW</Strategy>
			<Help/>
			<Button>,Art/Interface/Buttons/Civics/Nationhood.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,1,2</Button>
			<TechPrereq>TECH_NATIONALISM</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_MEDIUM</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<iTempFlatMovesAfterAttackChange>0</iTempFlatMovesAfterAttackChange>
			<iFlatMovesChange>0</iFlatMovesChange>
			<RouteMoveDenominatorChanges/>
			<RouteFlatMoveDenominatorChanges/>
			<iMaxAttackCountChange>0</iMaxAttackCountChange>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<!-- rucivfan_food_production_modifier rfpm[  -->
			<iFoodProductionModifier>0</iFoodProductionModifier>
			<iOverflowFoodProductionModifier>0</iOverflowFoodProductionModifier>
			<!-- ]rucivfan_food_production_modifier rfpm -->
			<iMaxConscript>4</iMaxConscript>
			<!-- rucivfan_production_without_resources rupwr[ -->
			<bUnitProductionWithoutResources>0</bUnitProductionWithoutResources>
			<iUnitProductionLossReduceModifier>0</iUnitProductionLossReduceModifier>
			<!-- ]rucivfan_production_without_resources rupwr -->
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<!-- rucivfan_war_weariness rww[ -->
			<iEnemyUnitWarWearinessModifier>0</iEnemyUnitWarWearinessModifier>
			<iOwnUnitWarWearinessModifier>0</iOwnUnitWarWearinessModifier>
			<iWarWearinessDecayModifier>0</iWarWearinessDecayModifier>
			<iWarWearinessDecayPeacePercent>0</iWarWearinessDecayPeacePercent>
			<!-- ]rucivfan_war_weariness rww -->
			<!-- rucivfan_combat_system_extended rcse[ -->
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<DefectorProbabilityModifierUnitCombatTypes>
				<DefectorProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
				</DefectorProbabilityModifierUnitCombatType>
			</DefectorProbabilityModifierUnitCombatTypes>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<CaptureProbabilityModifierUnitCombatTypes>
				<CaptureProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
				</CaptureProbabilityModifierUnitCombatType>
			</CaptureProbabilityModifierUnitCombatTypes>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<!-- rucivfan_anger_modifier ram[ -->
			<iHurryAngerModifier>0</iHurryAngerModifier>
			<iConscriptAngerModifier>0</iConscriptAngerModifier>
			<iDefyResolutionAngerModifier>0</iDefyResolutionAngerModifier>
			<AngryCitizenYieldChange/>
			<AngryCitizenCommerceChange/>
			<!-- ]rucivfan_anger_modifier ram -->
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers/>
			<CapitalYieldModifiers/>
			<TradeYieldModifiers/>
			<CommerceModifiers>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>25</iCommerce>
			</CommerceModifiers>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<Hurrys/>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids/>
			<BuildingHappinessChanges>
				<BuildingHappinessChange>
					<BuildingType>BUILDINGCLASS_BARRACKS</BuildingType>
					<iHappinessChange>1</iHappinessChange>
				</BuildingHappinessChange>
				<BuildingHappinessChange>
					<BuildingType>BUILDINGCLASS_MILITARY_ACADEMY</BuildingType>
					<iHappinessChange>1</iHappinessChange>
				</BuildingHappinessChange>
			</BuildingHappinessChanges>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges/>
			<!-- rucivfan_feature_extended rfe[ -->
			<iFeatureGrowthIgnoreCivilisationChanceModifier>0</iFeatureGrowthIgnoreCivilisationChanceModifier>
			<iFeatureGrowthModifier>0</iFeatureGrowthModifier>
			<!-- ]rucivfan_feature_extended rfe -->
			<WeLoveTheKing/>
		</CivicInfo>
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_LEGAL</CivicOptionType>
			<Type>CIVIC_MANIFEST_DESTINY</Type>
			<Description>TXT_KEY_CIVIC_MANIFEST_DESTINY</Description>
			<Civilopedia>TXT_KEY_CIVIC_MANIFEST_DESTINY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_MANIFEST_DESTINY_STRATEGY</Strategy>
			<Button>Art/Interface/Buttons/Civics/ManifestDestiny.dds</Button>
			<TechPrereq>TECH_DEMOCRACY</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_VERY_LOW</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>-50</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>2</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<iTempFlatMovesAfterAttackChange>0</iTempFlatMovesAfterAttackChange>
			<iFlatMovesChange>0</iFlatMovesChange>
			<RouteMoveDenominatorChanges/>
			<RouteFlatMoveDenominatorChanges/>
			<iMaxAttackCountChange>0</iMaxAttackCountChange>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<!-- rucivfan_food_production_modifier rfpm[  -->
			<iFoodProductionModifier>0</iFoodProductionModifier>
			<iOverflowFoodProductionModifier>0</iOverflowFoodProductionModifier>
			<!-- ]rucivfan_food_production_modifier rfpm -->
			<iMaxConscript>0</iMaxConscript>
			<!-- rucivfan_production_without_resources rupwr[ -->
			<bUnitProductionWithoutResources>0</bUnitProductionWithoutResources>
			<iUnitProductionLossReduceModifier>0</iUnitProductionLossReduceModifier>
			<!-- ]rucivfan_production_without_resources rupwr -->
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<!-- rucivfan_war_weariness rww[ -->
			<iEnemyUnitWarWearinessModifier>0</iEnemyUnitWarWearinessModifier>
			<iOwnUnitWarWearinessModifier>0</iOwnUnitWarWearinessModifier>
			<iWarWearinessDecayModifier>0</iWarWearinessDecayModifier>
			<iWarWearinessDecayPeacePercent>0</iWarWearinessDecayPeacePercent>
			<!-- ]rucivfan_war_weariness rww -->
			<!-- rucivfan_combat_system_extended rcse[ -->
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<DefectorProbabilityModifierUnitCombatTypes>
				<DefectorProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
				</DefectorProbabilityModifierUnitCombatType>
			</DefectorProbabilityModifierUnitCombatTypes>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<CaptureProbabilityModifierUnitCombatTypes>
				<CaptureProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
				</CaptureProbabilityModifierUnitCombatType>
			</CaptureProbabilityModifierUnitCombatTypes>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<!-- rucivfan_anger_modifier ram[ -->
			<iHurryAngerModifier>0</iHurryAngerModifier>
			<iConscriptAngerModifier>0</iConscriptAngerModifier>
			<iDefyResolutionAngerModifier>0</iDefyResolutionAngerModifier>
			<AngryCitizenYieldChange/>
			<AngryCitizenCommerceChange/>
			<!-- ]rucivfan_anger_modifier ram -->
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers/>
			<CapitalYieldModifiers/>
			<TradeYieldModifiers/>
			<CommerceModifiers>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</CommerceModifiers>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</SpecialistExtraCommerces>
			<Hurrys/>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids/>
			<BuildingHappinessChanges>
				<BuildingHappinessChange>
					<BuildingType>BUILDINGCLASS_BARRACKS</BuildingType>
					<iHappinessChange>0</iHappinessChange>
				</BuildingHappinessChange>
			</BuildingHappinessChanges>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges/>
			<!-- rucivfan_feature_extended rfe[ -->
			<iFeatureGrowthIgnoreCivilisationChanceModifier>0</iFeatureGrowthIgnoreCivilisationChanceModifier>
			<iFeatureGrowthModifier>0</iFeatureGrowthModifier>
			<!-- ]rucivfan_feature_extended rfe -->
			<WeLoveTheKing/>
		</CivicInfo>
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_LEGAL</CivicOptionType>
			<Type>CIVIC_FREE_SPEECH</Type>
			<Description>TXT_KEY_CIVIC_FREE_SPEECH</Description>
			<Civilopedia>TXT_KEY_CIVIC_FREE_SPEECH_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_FREE_SPEECH_STRATEGY</Strategy>
			<Button>,Art/Interface/Buttons/Civics/Free_Speech.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,2,3</Button>
			<TechPrereq>TECH_LIBERALISM</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_LOW</Upkeep>
			<iAIWeight>15</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<iTempFlatMovesAfterAttackChange>0</iTempFlatMovesAfterAttackChange>
			<iFlatMovesChange>0</iFlatMovesChange>
			<RouteMoveDenominatorChanges/>
			<RouteFlatMoveDenominatorChanges/>
			<iMaxAttackCountChange>0</iMaxAttackCountChange>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<!-- rucivfan_food_production_modifier rfpm[  -->
			<iFoodProductionModifier>0</iFoodProductionModifier>
			<iOverflowFoodProductionModifier>0</iOverflowFoodProductionModifier>
			<!-- ]rucivfan_food_production_modifier rfpm -->
			<iMaxConscript>0</iMaxConscript>
			<!-- rucivfan_production_without_resources rupwr[ -->
			<bUnitProductionWithoutResources>0</bUnitProductionWithoutResources>
			<iUnitProductionLossReduceModifier>0</iUnitProductionLossReduceModifier>
			<!-- ]rucivfan_production_without_resources rupwr -->
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<!-- rucivfan_war_weariness rww[ -->
			<iEnemyUnitWarWearinessModifier>0</iEnemyUnitWarWearinessModifier>
			<iOwnUnitWarWearinessModifier>0</iOwnUnitWarWearinessModifier>
			<iWarWearinessDecayModifier>0</iWarWearinessDecayModifier>
			<iWarWearinessDecayPeacePercent>0</iWarWearinessDecayPeacePercent>
			<!-- ]rucivfan_war_weariness rww -->
			<!-- rucivfan_combat_system_extended rcse[ -->
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<DefectorProbabilityModifierUnitCombatTypes>
				<DefectorProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
				</DefectorProbabilityModifierUnitCombatType>
			</DefectorProbabilityModifierUnitCombatTypes>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<CaptureProbabilityModifierUnitCombatTypes>
				<CaptureProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
				</CaptureProbabilityModifierUnitCombatType>
			</CaptureProbabilityModifierUnitCombatTypes>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<!-- rucivfan_anger_modifier ram[ -->
			<iHurryAngerModifier>0</iHurryAngerModifier>
			<iConscriptAngerModifier>0</iConscriptAngerModifier>
			<iDefyResolutionAngerModifier>0</iDefyResolutionAngerModifier>
			<AngryCitizenYieldChange/>
			<AngryCitizenCommerceChange/>
			<!-- ]rucivfan_anger_modifier ram -->
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers/>
			<CapitalYieldModifiers/>
			<TradeYieldModifiers/>
			<CommerceModifiers>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>50</iCommerce>
			</CommerceModifiers>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<Hurrys/>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids/>
			<BuildingHappinessChanges/>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges>
				<ImprovementYieldChange>
					<ImprovementType>IMPROVEMENT_VILLAGE</ImprovementType>
					<ImprovementYields>
						<iYield>0</iYield>
						<iYield>0</iYield>
						<iYield>1</iYield>
					</ImprovementYields>
				</ImprovementYieldChange>
				<ImprovementYieldChange>
					<ImprovementType>IMPROVEMENT_TOWN</ImprovementType>
					<ImprovementYields>
						<iYield>0</iYield>
						<iYield>0</iYield>
						<iYield>2</iYield>
					</ImprovementYields>
				</ImprovementYieldChange>
			</ImprovementYieldChanges>
			<!-- rucivfan_feature_extended rfe[ -->
			<iFeatureGrowthIgnoreCivilisationChanceModifier>0</iFeatureGrowthIgnoreCivilisationChanceModifier>
			<iFeatureGrowthModifier>0</iFeatureGrowthModifier>
			<!-- ]rucivfan_feature_extended rfe -->
			<WeLoveTheKing/>
		</CivicInfo>
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_LABOR</CivicOptionType>
			<Type>CIVIC_TRIBALISM</Type>
			<Description>TXT_KEY_CIVIC_TRIBALISM</Description>
			<Civilopedia>TXT_KEY_CIVIC_TRIBALISM_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_TRIBALISM_STRATEGY</Strategy>
			<Button>,Art/Interface/Buttons/Civics/Tribalism.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,7,3</Button>
			<TechPrereq>NONE</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_LOW</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<iTempFlatMovesAfterAttackChange>0</iTempFlatMovesAfterAttackChange>
			<iFlatMovesChange>0</iFlatMovesChange>
			<RouteMoveDenominatorChanges/>
			<RouteFlatMoveDenominatorChanges/>
			<iMaxAttackCountChange>0</iMaxAttackCountChange>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<!-- rucivfan_food_production_modifier rfpm[  -->
			<iFoodProductionModifier>0</iFoodProductionModifier>
			<iOverflowFoodProductionModifier>0</iOverflowFoodProductionModifier>
			<!-- ]rucivfan_food_production_modifier rfpm -->
			<iMaxConscript>0</iMaxConscript>
			<!-- rucivfan_production_without_resources rupwr[ -->
			<bUnitProductionWithoutResources>0</bUnitProductionWithoutResources>
			<iUnitProductionLossReduceModifier>0</iUnitProductionLossReduceModifier>
			<!-- ]rucivfan_production_without_resources rupwr -->
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<!-- rucivfan_war_weariness rww[ -->
			<iEnemyUnitWarWearinessModifier>0</iEnemyUnitWarWearinessModifier>
			<iOwnUnitWarWearinessModifier>0</iOwnUnitWarWearinessModifier>
			<iWarWearinessDecayModifier>0</iWarWearinessDecayModifier>
			<iWarWearinessDecayPeacePercent>0</iWarWearinessDecayPeacePercent>
			<!-- ]rucivfan_war_weariness rww -->
			<!-- rucivfan_combat_system_extended rcse[ -->
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<DefectorProbabilityModifierUnitCombatTypes>
				<DefectorProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
				</DefectorProbabilityModifierUnitCombatType>
			</DefectorProbabilityModifierUnitCombatTypes>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<CaptureProbabilityModifierUnitCombatTypes>
				<CaptureProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
				</CaptureProbabilityModifierUnitCombatType>
			</CaptureProbabilityModifierUnitCombatTypes>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<!-- rucivfan_anger_modifier ram[ -->
			<iHurryAngerModifier>0</iHurryAngerModifier>
			<iConscriptAngerModifier>0</iConscriptAngerModifier>
			<iDefyResolutionAngerModifier>0</iDefyResolutionAngerModifier>
			<AngryCitizenYieldChange/>
			<AngryCitizenCommerceChange/>
			<!-- ]rucivfan_anger_modifier ram -->
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers/>
			<CapitalYieldModifiers/>
			<TradeYieldModifiers/>
			<CommerceModifiers/>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<Hurrys/>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids/>
			<BuildingHappinessChanges/>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges/>
			<!-- rucivfan_feature_extended rfe[ -->
			<iFeatureGrowthIgnoreCivilisationChanceModifier>0</iFeatureGrowthIgnoreCivilisationChanceModifier>
			<iFeatureGrowthModifier>0</iFeatureGrowthModifier>
			<!-- ]rucivfan_feature_extended rfe -->
			<WeLoveTheKing/>
		</CivicInfo>
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_LABOR</CivicOptionType>
			<Type>CIVIC_SLAVERY</Type>
			<Description>TXT_KEY_CIVIC_SLAVERY</Description>
			<Civilopedia>TXT_KEY_CIVIC_SLAVERY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_SLAVERY_STRATEGY</Strategy>
			<Help/>
			<Button>,Art/Interface/Buttons/Civics/Slavery.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,8,2</Button>
			<TechPrereq>TECH_BRONZE_WORKING</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_HIGH</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<iTempFlatMovesAfterAttackChange>0</iTempFlatMovesAfterAttackChange>
			<iFlatMovesChange>0</iFlatMovesChange>
			<RouteMoveDenominatorChanges/>
			<RouteFlatMoveDenominatorChanges/>
			<iMaxAttackCountChange>0</iMaxAttackCountChange>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<!-- rucivfan_food_production_modifier rfpm[  -->
			<iFoodProductionModifier>0</iFoodProductionModifier>
			<iOverflowFoodProductionModifier>0</iOverflowFoodProductionModifier>
			<!-- ]rucivfan_food_production_modifier rfpm -->
			<iMaxConscript>0</iMaxConscript>
			<!-- rucivfan_production_without_resources rupwr[ -->
			<bUnitProductionWithoutResources>0</bUnitProductionWithoutResources>
			<iUnitProductionLossReduceModifier>0</iUnitProductionLossReduceModifier>
			<!-- ]rucivfan_production_without_resources rupwr -->
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<!-- rucivfan_war_weariness rww[ -->
			<iEnemyUnitWarWearinessModifier>0</iEnemyUnitWarWearinessModifier>
			<iOwnUnitWarWearinessModifier>0</iOwnUnitWarWearinessModifier>
			<iWarWearinessDecayModifier>0</iWarWearinessDecayModifier>
			<iWarWearinessDecayPeacePercent>0</iWarWearinessDecayPeacePercent>
			<!-- ]rucivfan_war_weariness rww -->
			<!-- rucivfan_combat_system_extended rcse[ -->
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<DefectorProbabilityModifierUnitCombatTypes>
				<DefectorProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
				</DefectorProbabilityModifierUnitCombatType>
			</DefectorProbabilityModifierUnitCombatTypes>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<CaptureProbabilityModifierUnitCombatTypes>
				<CaptureProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
				</CaptureProbabilityModifierUnitCombatType>
			</CaptureProbabilityModifierUnitCombatTypes>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<!-- rucivfan_anger_modifier ram[ -->
			<iHurryAngerModifier>0</iHurryAngerModifier>
			<iConscriptAngerModifier>0</iConscriptAngerModifier>
			<iDefyResolutionAngerModifier>0</iDefyResolutionAngerModifier>
			<AngryCitizenYieldChange/>
			<AngryCitizenCommerceChange/>
			<!-- ]rucivfan_anger_modifier ram -->
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers/>
			<CapitalYieldModifiers/>
			<TradeYieldModifiers/>
			<CommerceModifiers/>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<Hurrys>
				<Hurry>
					<HurryType>HURRY_POPULATION</HurryType>
					<bHurry>1</bHurry>
				</Hurry>
			</Hurrys>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids/>
			<BuildingHappinessChanges/>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges>
				<ImprovementYieldChange>
					<ImprovementType>IMPROVEMENT_PLANTATION</ImprovementType>
					<ImprovementYields>
						<iYield>0</iYield>
						<iYield>0</iYield>
						<iYield>0</iYield>
					</ImprovementYields>
				</ImprovementYieldChange>
				<ImprovementYieldChange>
					<ImprovementType>IMPROVEMENT_MINE</ImprovementType>
					<ImprovementYields>
						<iYield>0</iYield>
						<iYield>0</iYield>
						<iYield>0</iYield>
					</ImprovementYields>
				</ImprovementYieldChange>
				<ImprovementYieldChange>
					<ImprovementType>IMPROVEMENT_QUARRY</ImprovementType>
					<ImprovementYields>
						<iYield>0</iYield>
						<iYield>0</iYield>
						<iYield>0</iYield>
					</ImprovementYields>
				</ImprovementYieldChange>
			</ImprovementYieldChanges>
			<!-- rucivfan_feature_extended rfe[ -->
			<iFeatureGrowthIgnoreCivilisationChanceModifier>0</iFeatureGrowthIgnoreCivilisationChanceModifier>
			<iFeatureGrowthModifier>0</iFeatureGrowthModifier>
			<!-- ]rucivfan_feature_extended rfe -->
			<WeLoveTheKing/>
		</CivicInfo>
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_LABOR</CivicOptionType>
			<Type>CIVIC_SERFDOM</Type>
			<Description>TXT_KEY_CIVIC_SERFDOM</Description>
			<Civilopedia>TXT_KEY_CIVIC_SERFDOM_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_SERFDOM_STRATEGY</Strategy>
			<Button>,Art/Interface/Buttons/Civics/Serfdom.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,7,2</Button>
			<TechPrereq>TECH_FEUDALISM</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_LOW</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>50</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<iTempFlatMovesAfterAttackChange>0</iTempFlatMovesAfterAttackChange>
			<iFlatMovesChange>0</iFlatMovesChange>
			<RouteMoveDenominatorChanges/>
			<RouteFlatMoveDenominatorChanges/>
			<iMaxAttackCountChange>0</iMaxAttackCountChange>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>5</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>10</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<!-- rucivfan_food_production_modifier rfpm[  -->
			<iFoodProductionModifier>0</iFoodProductionModifier>
			<iOverflowFoodProductionModifier>0</iOverflowFoodProductionModifier>
			<!-- ]rucivfan_food_production_modifier rfpm -->
			<iMaxConscript>0</iMaxConscript>
			<!-- rucivfan_production_without_resources rupwr[ -->
			<bUnitProductionWithoutResources>0</bUnitProductionWithoutResources>
			<iUnitProductionLossReduceModifier>0</iUnitProductionLossReduceModifier>
			<!-- ]rucivfan_production_without_resources rupwr -->
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<!-- rucivfan_war_weariness rww[ -->
			<iEnemyUnitWarWearinessModifier>0</iEnemyUnitWarWearinessModifier>
			<iOwnUnitWarWearinessModifier>0</iOwnUnitWarWearinessModifier>
			<iWarWearinessDecayModifier>0</iWarWearinessDecayModifier>
			<iWarWearinessDecayPeacePercent>0</iWarWearinessDecayPeacePercent>
			<!-- ]rucivfan_war_weariness rww -->
			<!-- rucivfan_combat_system_extended rcse[ -->
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<DefectorProbabilityModifierUnitCombatTypes>
				<DefectorProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
				</DefectorProbabilityModifierUnitCombatType>
			</DefectorProbabilityModifierUnitCombatTypes>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<CaptureProbabilityModifierUnitCombatTypes>
				<CaptureProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
				</CaptureProbabilityModifierUnitCombatType>
			</CaptureProbabilityModifierUnitCombatTypes>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<!-- rucivfan_anger_modifier ram[ -->
			<iHurryAngerModifier>0</iHurryAngerModifier>
			<iConscriptAngerModifier>0</iConscriptAngerModifier>
			<iDefyResolutionAngerModifier>0</iDefyResolutionAngerModifier>
			<AngryCitizenYieldChange/>
			<AngryCitizenCommerceChange/>
			<!-- ]rucivfan_anger_modifier ram -->
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers/>
			<CapitalYieldModifiers/>
			<TradeYieldModifiers/>
			<CommerceModifiers/>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<Hurrys/>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids/>
			<BuildingHappinessChanges/>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges>
				<ImprovementYieldChange>
					<ImprovementType>IMPROVEMENT_PLANTATION</ImprovementType>
					<ImprovementYields>
						<iYield>0</iYield>
						<iYield>0</iYield>
						<iYield>1</iYield>
					</ImprovementYields>
				</ImprovementYieldChange>
				<ImprovementYieldChange>
					<ImprovementType>IMPROVEMENT_MINE</ImprovementType>
					<ImprovementYields>
						<iYield>0</iYield>
						<iYield>0</iYield>
						<iYield>0</iYield>
					</ImprovementYields>
				</ImprovementYieldChange>
				<ImprovementYieldChange>
					<ImprovementType>IMPROVEMENT_QUARRY</ImprovementType>
					<ImprovementYields>
						<iYield>0</iYield>
						<iYield>0</iYield>
						<iYield>0</iYield>
					</ImprovementYields>
				</ImprovementYieldChange>
				<ImprovementYieldChange>
					<ImprovementType>IMPROVEMENT_FARM</ImprovementType>
					<ImprovementYields>
						<iYield>0</iYield>
						<iYield>0</iYield>
						<iYield>1</iYield>
					</ImprovementYields>
				</ImprovementYieldChange>
				<ImprovementYieldChange>
					<ImprovementType>IMPROVEMENT_WINDMILL</ImprovementType>
					<ImprovementYields>
						<iYield>0</iYield>
						<iYield>0</iYield>
						<iYield>0</iYield>
					</ImprovementYields>
				</ImprovementYieldChange>
			</ImprovementYieldChanges>
			<!-- rucivfan_feature_extended rfe[ -->
			<iFeatureGrowthIgnoreCivilisationChanceModifier>0</iFeatureGrowthIgnoreCivilisationChanceModifier>
			<iFeatureGrowthModifier>0</iFeatureGrowthModifier>
			<!-- ]rucivfan_feature_extended rfe -->
			<WeLoveTheKing/>
		</CivicInfo>
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_LABOR</CivicOptionType>
			<Type>CIVIC_CASTE_SYSTEM</Type>
			<Description>TXT_KEY_CIVIC_CASTE_SYSTEM</Description>
			<Civilopedia>TXT_KEY_CIVIC_CASTE_SYSTEM_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_CASTE_SYSTEM_STRATEGY</Strategy>
			<Button>,Art/Interface/Buttons/Civics/Caste_System.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,3,1</Button>
			<TechPrereq>TECH_CODE_OF_LAWS</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_MEDIUM</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<iTempFlatMovesAfterAttackChange>0</iTempFlatMovesAfterAttackChange>
			<iFlatMovesChange>0</iFlatMovesChange>
			<RouteMoveDenominatorChanges/>
			<RouteFlatMoveDenominatorChanges/>
			<iMaxAttackCountChange>0</iMaxAttackCountChange>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<!-- rucivfan_food_production_modifier rfpm[  -->
			<iFoodProductionModifier>0</iFoodProductionModifier>
			<iOverflowFoodProductionModifier>0</iOverflowFoodProductionModifier>
			<!-- ]rucivfan_food_production_modifier rfpm -->
			<iMaxConscript>0</iMaxConscript>
			<!-- rucivfan_production_without_resources rupwr[ -->
			<bUnitProductionWithoutResources>0</bUnitProductionWithoutResources>
			<iUnitProductionLossReduceModifier>0</iUnitProductionLossReduceModifier>
			<!-- ]rucivfan_production_without_resources rupwr -->
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<!-- rucivfan_war_weariness rww[ -->
			<iEnemyUnitWarWearinessModifier>0</iEnemyUnitWarWearinessModifier>
			<iOwnUnitWarWearinessModifier>0</iOwnUnitWarWearinessModifier>
			<iWarWearinessDecayModifier>0</iWarWearinessDecayModifier>
			<iWarWearinessDecayPeacePercent>0</iWarWearinessDecayPeacePercent>
			<!-- ]rucivfan_war_weariness rww -->
			<!-- rucivfan_combat_system_extended rcse[ -->
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<DefectorProbabilityModifierUnitCombatTypes>
				<DefectorProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
				</DefectorProbabilityModifierUnitCombatType>
			</DefectorProbabilityModifierUnitCombatTypes>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<CaptureProbabilityModifierUnitCombatTypes>
				<CaptureProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
				</CaptureProbabilityModifierUnitCombatType>
			</CaptureProbabilityModifierUnitCombatTypes>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<!-- rucivfan_anger_modifier ram[ -->
			<iHurryAngerModifier>0</iHurryAngerModifier>
			<iConscriptAngerModifier>0</iConscriptAngerModifier>
			<iDefyResolutionAngerModifier>0</iDefyResolutionAngerModifier>
			<AngryCitizenYieldChange/>
			<AngryCitizenCommerceChange/>
			<!-- ]rucivfan_anger_modifier ram -->
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers/>
			<CapitalYieldModifiers/>
			<TradeYieldModifiers/>
			<CommerceModifiers/>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<Hurrys/>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids>
				<SpecialistValid>
					<SpecialistType>SPECIALIST_ARTIST</SpecialistType>
					<bValid>1</bValid>
				</SpecialistValid>
				<SpecialistValid>
					<SpecialistType>SPECIALIST_SCIENTIST</SpecialistType>
					<bValid>1</bValid>
				</SpecialistValid>
				<SpecialistValid>
					<SpecialistType>SPECIALIST_MERCHANT</SpecialistType>
					<bValid>1</bValid>
				</SpecialistValid>
				<SpecialistValid>
					<SpecialistType>SPECIALIST_SPY</SpecialistType>
					<bValid>1</bValid>
				</SpecialistValid>
			</SpecialistValids>
			<BuildingHappinessChanges/>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges>
				<ImprovementYieldChange>
					<ImprovementType>IMPROVEMENT_WORKSHOP</ImprovementType>
					<ImprovementYields>
						<iYield>0</iYield>
						<iYield>1</iYield>
						<iYield>0</iYield>
					</ImprovementYields>
				</ImprovementYieldChange>
			</ImprovementYieldChanges>
			<!-- rucivfan_feature_extended rfe[ -->
			<iFeatureGrowthIgnoreCivilisationChanceModifier>0</iFeatureGrowthIgnoreCivilisationChanceModifier>
			<iFeatureGrowthModifier>0</iFeatureGrowthModifier>
			<!-- ]rucivfan_feature_extended rfe -->
			<WeLoveTheKing/>
		</CivicInfo>
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_LABOR</CivicOptionType>
			<Type>CIVIC_CONTRACT</Type>
			<Description>TXT_KEY_CIVIC_CONTRACT</Description>
			<Civilopedia>TXT_KEY_CIVIC_CONTRACT_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_CONTRACT_STRATEGY</Strategy>
			<Button>Art/Interface/Buttons/Civics/socialsociety.dds</Button>
			<TechPrereq>TECH_EDUCATION</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_LOW</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>100</iImprovementUpgradeRateModifier>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<iTempFlatMovesAfterAttackChange>0</iTempFlatMovesAfterAttackChange>
			<iFlatMovesChange>0</iFlatMovesChange>
			<RouteMoveDenominatorChanges/>
			<RouteFlatMoveDenominatorChanges/>
			<iMaxAttackCountChange>0</iMaxAttackCountChange>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<!-- rucivfan_food_production_modifier rfpm[  -->
			<iFoodProductionModifier>0</iFoodProductionModifier>
			<iOverflowFoodProductionModifier>0</iOverflowFoodProductionModifier>
			<!-- ]rucivfan_food_production_modifier rfpm -->
			<iMaxConscript>0</iMaxConscript>
			<!-- rucivfan_production_without_resources rupwr[ -->
			<bUnitProductionWithoutResources>0</bUnitProductionWithoutResources>
			<iUnitProductionLossReduceModifier>0</iUnitProductionLossReduceModifier>
			<!-- ]rucivfan_production_without_resources rupwr -->
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<!-- rucivfan_war_weariness rww[ -->
			<iEnemyUnitWarWearinessModifier>0</iEnemyUnitWarWearinessModifier>
			<iOwnUnitWarWearinessModifier>0</iOwnUnitWarWearinessModifier>
			<iWarWearinessDecayModifier>0</iWarWearinessDecayModifier>
			<iWarWearinessDecayPeacePercent>0</iWarWearinessDecayPeacePercent>
			<!-- ]rucivfan_war_weariness rww -->
			<!-- rucivfan_combat_system_extended rcse[ -->
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<DefectorProbabilityModifierUnitCombatTypes>
				<DefectorProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
				</DefectorProbabilityModifierUnitCombatType>
			</DefectorProbabilityModifierUnitCombatTypes>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<CaptureProbabilityModifierUnitCombatTypes>
				<CaptureProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
				</CaptureProbabilityModifierUnitCombatType>
			</CaptureProbabilityModifierUnitCombatTypes>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<!-- rucivfan_anger_modifier ram[ -->
			<iHurryAngerModifier>0</iHurryAngerModifier>
			<iConscriptAngerModifier>0</iConscriptAngerModifier>
			<iDefyResolutionAngerModifier>0</iDefyResolutionAngerModifier>
			<AngryCitizenYieldChange/>
			<AngryCitizenCommerceChange/>
			<!-- ]rucivfan_anger_modifier ram -->
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers>
				<iYield>0</iYield>
				<iYield>0</iYield>
				<iYield>0</iYield>
			</YieldModifiers>
			<CapitalYieldModifiers>
				<iYield>0</iYield>
				<iYield>0</iYield>
				<iYield>0</iYield>
			</CapitalYieldModifiers>
			<TradeYieldModifiers>
				<iYield>0</iYield>
				<iYield>0</iYield>
				<iYield>0</iYield>
			</TradeYieldModifiers>
			<CommerceModifiers>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</CommerceModifiers>
			<CapitalCommerceModifiers>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</CapitalCommerceModifiers>
			<SpecialistExtraCommerces>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</SpecialistExtraCommerces>
			<Hurrys/>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids/>
			<BuildingHappinessChanges>
				<BuildingHappinessChange>
					<BuildingType>BUILDINGCLASS_COURTHOUSE</BuildingType>
					<iHappinessChange>2</iHappinessChange>
				</BuildingHappinessChange>
			</BuildingHappinessChanges>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges>
				<ImprovementYieldChange>
					<ImprovementType>IMPROVEMENT_COTTAGE</ImprovementType>
					<ImprovementYields>
						<iYield>0</iYield>
						<iYield>0</iYield>
						<iYield>1</iYield>
					</ImprovementYields>
				</ImprovementYieldChange>
				<ImprovementYieldChange>
					<ImprovementType>IMPROVEMENT_HAMLET</ImprovementType>
					<ImprovementYields>
						<iYield>0</iYield>
						<iYield>0</iYield>
						<iYield>1</iYield>
					</ImprovementYields>
				</ImprovementYieldChange>
			</ImprovementYieldChanges>
			<!-- rucivfan_feature_extended rfe[ -->
			<iFeatureGrowthIgnoreCivilisationChanceModifier>0</iFeatureGrowthIgnoreCivilisationChanceModifier>
			<iFeatureGrowthModifier>0</iFeatureGrowthModifier>
			<!-- ]rucivfan_feature_extended rfe -->
			<WeLoveTheKing/>
		</CivicInfo>
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_LABOR</CivicOptionType>
			<Type>CIVIC_EMANCIPATION</Type>
			<Description>TXT_KEY_CIVIC_EMANCIPATION</Description>
			<Civilopedia>TXT_KEY_CIVIC_EMANCIPATION_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_EMANCIPATION_STRATEGY_NEW</Strategy>
			<Button>,Art/Interface/Buttons/Civics/Emancipation.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,6,1</Button>
			<TechPrereq>TECH_HUMAN_RIGHTS</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_LOW</Upkeep>
			<iAIWeight>100</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<iTempFlatMovesAfterAttackChange>0</iTempFlatMovesAfterAttackChange>
			<iFlatMovesChange>0</iFlatMovesChange>
			<RouteMoveDenominatorChanges/>
			<RouteFlatMoveDenominatorChanges/>
			<iMaxAttackCountChange>0</iMaxAttackCountChange>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<!-- rucivfan_food_production_modifier rfpm[  -->
			<iFoodProductionModifier>0</iFoodProductionModifier>
			<iOverflowFoodProductionModifier>0</iOverflowFoodProductionModifier>
			<!-- ]rucivfan_food_production_modifier rfpm -->
			<iMaxConscript>0</iMaxConscript>
			<!-- rucivfan_production_without_resources rupwr[ -->
			<bUnitProductionWithoutResources>0</bUnitProductionWithoutResources>
			<iUnitProductionLossReduceModifier>0</iUnitProductionLossReduceModifier>
			<!-- ]rucivfan_production_without_resources rupwr -->
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<!-- rucivfan_war_weariness rww[ -->
			<iEnemyUnitWarWearinessModifier>0</iEnemyUnitWarWearinessModifier>
			<iOwnUnitWarWearinessModifier>0</iOwnUnitWarWearinessModifier>
			<iWarWearinessDecayModifier>0</iWarWearinessDecayModifier>
			<iWarWearinessDecayPeacePercent>0</iWarWearinessDecayPeacePercent>
			<!-- ]rucivfan_war_weariness rww -->
			<!-- rucivfan_combat_system_extended rcse[ -->
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<DefectorProbabilityModifierUnitCombatTypes>
				<DefectorProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
				</DefectorProbabilityModifierUnitCombatType>
			</DefectorProbabilityModifierUnitCombatTypes>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<CaptureProbabilityModifierUnitCombatTypes>
				<CaptureProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
				</CaptureProbabilityModifierUnitCombatType>
			</CaptureProbabilityModifierUnitCombatTypes>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<!-- rucivfan_anger_modifier ram[ -->
			<iHurryAngerModifier>0</iHurryAngerModifier>
			<iConscriptAngerModifier>0</iConscriptAngerModifier>
			<iDefyResolutionAngerModifier>0</iDefyResolutionAngerModifier>
			<AngryCitizenYieldChange/>
			<AngryCitizenCommerceChange/>
			<!-- ]rucivfan_anger_modifier ram -->
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>800</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers>
				<iYield>0</iYield>
				<iYield>0</iYield>
				<iYield>0</iYield>
			</YieldModifiers>
			<CapitalYieldModifiers/>
			<TradeYieldModifiers/>
			<CommerceModifiers>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>25</iCommerce>
			</CommerceModifiers>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces>
				<iCommerce>0</iCommerce>
				<iCommerce>1</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</SpecialistExtraCommerces>
			<Hurrys/>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids/>
			<BuildingHappinessChanges>
				<BuildingHappinessChange>
					<BuildingType>BUILDINGCLASS_COURTHOUSE</BuildingType>
					<iHappinessChange>0</iHappinessChange>
				</BuildingHappinessChange>
			</BuildingHappinessChanges>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges>
				<ImprovementYieldChange>
					<ImprovementType>IMPROVEMENT_FARM</ImprovementType>
					<ImprovementYields>
						<iYield>0</iYield>
						<iYield>0</iYield>
						<iYield>0</iYield>
					</ImprovementYields>
				</ImprovementYieldChange>
				<ImprovementYieldChange>
					<ImprovementType>IMPROVEMENT_TOWN</ImprovementType>
					<ImprovementYields>
						<iYield>0</iYield>
						<iYield>0</iYield>
						<iYield>1</iYield>
					</ImprovementYields>
				</ImprovementYieldChange>
			</ImprovementYieldChanges>
			<!-- rucivfan_feature_extended rfe[ -->
			<iFeatureGrowthIgnoreCivilisationChanceModifier>0</iFeatureGrowthIgnoreCivilisationChanceModifier>
			<iFeatureGrowthModifier>0</iFeatureGrowthModifier>
			<!-- ]rucivfan_feature_extended rfe -->
			<WeLoveTheKing/>
		</CivicInfo>
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_ECONOMY</CivicOptionType>
			<Type>CIVIC_DECENTRALIZATION</Type>
			<Description>TXT_KEY_CIVIC_DECENTRALIZATION</Description>
			<Civilopedia>TXT_KEY_CIVIC_DECENTRALIZATION_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_DECENTRALIZATION_STRATEGY</Strategy>
			<Button>,Art/Interface/Buttons/Civics/Decentralization.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,4,1</Button>
			<TechPrereq>NONE</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_LOW</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<iTempFlatMovesAfterAttackChange>0</iTempFlatMovesAfterAttackChange>
			<iFlatMovesChange>0</iFlatMovesChange>
			<RouteMoveDenominatorChanges/>
			<RouteFlatMoveDenominatorChanges/>
			<iMaxAttackCountChange>0</iMaxAttackCountChange>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<!-- rucivfan_food_production_modifier rfpm[  -->
			<iFoodProductionModifier>0</iFoodProductionModifier>
			<iOverflowFoodProductionModifier>0</iOverflowFoodProductionModifier>
			<!-- ]rucivfan_food_production_modifier rfpm -->
			<iMaxConscript>0</iMaxConscript>
			<!-- rucivfan_production_without_resources rupwr[ -->
			<bUnitProductionWithoutResources>0</bUnitProductionWithoutResources>
			<iUnitProductionLossReduceModifier>0</iUnitProductionLossReduceModifier>
			<!-- ]rucivfan_production_without_resources rupwr -->
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<!-- rucivfan_war_weariness rww[ -->
			<iEnemyUnitWarWearinessModifier>0</iEnemyUnitWarWearinessModifier>
			<iOwnUnitWarWearinessModifier>0</iOwnUnitWarWearinessModifier>
			<iWarWearinessDecayModifier>0</iWarWearinessDecayModifier>
			<iWarWearinessDecayPeacePercent>0</iWarWearinessDecayPeacePercent>
			<!-- ]rucivfan_war_weariness rww -->
			<!-- rucivfan_combat_system_extended rcse[ -->
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<DefectorProbabilityModifierUnitCombatTypes>
				<DefectorProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
				</DefectorProbabilityModifierUnitCombatType>
			</DefectorProbabilityModifierUnitCombatTypes>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<CaptureProbabilityModifierUnitCombatTypes>
				<CaptureProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
				</CaptureProbabilityModifierUnitCombatType>
			</CaptureProbabilityModifierUnitCombatTypes>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<!-- rucivfan_anger_modifier ram[ -->
			<iHurryAngerModifier>0</iHurryAngerModifier>
			<iConscriptAngerModifier>0</iConscriptAngerModifier>
			<iDefyResolutionAngerModifier>0</iDefyResolutionAngerModifier>
			<AngryCitizenYieldChange/>
			<AngryCitizenCommerceChange/>
			<!-- ]rucivfan_anger_modifier ram -->
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers/>
			<CapitalYieldModifiers/>
			<TradeYieldModifiers/>
			<CommerceModifiers/>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<Hurrys/>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids/>
			<BuildingHappinessChanges/>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges/>
			<!-- rucivfan_feature_extended rfe[ -->
			<iFeatureGrowthIgnoreCivilisationChanceModifier>0</iFeatureGrowthIgnoreCivilisationChanceModifier>
			<iFeatureGrowthModifier>0</iFeatureGrowthModifier>
			<!-- ]rucivfan_feature_extended rfe -->
			<WeLoveTheKing/>
		</CivicInfo>
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_ECONOMY</CivicOptionType>
			<Type>CIVIC_MERCANTILISM</Type>
			<Description>TXT_KEY_CIVIC_MERCANTILISM</Description>
			<Civilopedia>TXT_KEY_CIVIC_MERCANTILISM_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_MERCANTILISM_STRATEGY</Strategy>
			<Button>,Art/Interface/Buttons/Civics/Mercantilism.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,4,3</Button>
			<TechPrereq>TECH_BANKING</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_MEDIUM</Upkeep>
			<iAIWeight>10</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<iTempFlatMovesAfterAttackChange>0</iTempFlatMovesAfterAttackChange>
			<iFlatMovesChange>0</iFlatMovesChange>
			<RouteMoveDenominatorChanges/>
			<RouteFlatMoveDenominatorChanges/>
			<iMaxAttackCountChange>0</iMaxAttackCountChange>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<!-- rucivfan_food_production_modifier rfpm[  -->
			<iFoodProductionModifier>0</iFoodProductionModifier>
			<iOverflowFoodProductionModifier>0</iOverflowFoodProductionModifier>
			<!-- ]rucivfan_food_production_modifier rfpm -->
			<iMaxConscript>0</iMaxConscript>
			<!-- rucivfan_production_without_resources rupwr[ -->
			<bUnitProductionWithoutResources>0</bUnitProductionWithoutResources>
			<iUnitProductionLossReduceModifier>0</iUnitProductionLossReduceModifier>
			<!-- ]rucivfan_production_without_resources rupwr -->
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<!-- rucivfan_war_weariness rww[ -->
			<iEnemyUnitWarWearinessModifier>0</iEnemyUnitWarWearinessModifier>
			<iOwnUnitWarWearinessModifier>0</iOwnUnitWarWearinessModifier>
			<iWarWearinessDecayModifier>0</iWarWearinessDecayModifier>
			<iWarWearinessDecayPeacePercent>0</iWarWearinessDecayPeacePercent>
			<!-- ]rucivfan_war_weariness rww -->
			<!-- rucivfan_combat_system_extended rcse[ -->
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<DefectorProbabilityModifierUnitCombatTypes>
				<DefectorProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
				</DefectorProbabilityModifierUnitCombatType>
			</DefectorProbabilityModifierUnitCombatTypes>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<CaptureProbabilityModifierUnitCombatTypes>
				<CaptureProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
				</CaptureProbabilityModifierUnitCombatType>
			</CaptureProbabilityModifierUnitCombatTypes>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<!-- rucivfan_anger_modifier ram[ -->
			<iHurryAngerModifier>0</iHurryAngerModifier>
			<iConscriptAngerModifier>0</iConscriptAngerModifier>
			<iDefyResolutionAngerModifier>0</iDefyResolutionAngerModifier>
			<AngryCitizenYieldChange/>
			<AngryCitizenCommerceChange/>
			<!-- ]rucivfan_anger_modifier ram -->
			<iFreeSpecialist>1</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>1</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>1</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers/>
			<CapitalYieldModifiers/>
			<TradeYieldModifiers/>
			<CommerceModifiers>
				<iCommerce>0</iCommerce>
			</CommerceModifiers>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces>
				<iCommerce>0</iCommerce>
			</SpecialistExtraCommerces>
			<Hurrys/>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids/>
			<BuildingHappinessChanges/>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges/>
			<!-- rucivfan_feature_extended rfe[ -->
			<iFeatureGrowthIgnoreCivilisationChanceModifier>0</iFeatureGrowthIgnoreCivilisationChanceModifier>
			<iFeatureGrowthModifier>0</iFeatureGrowthModifier>
			<!-- ]rucivfan_feature_extended rfe -->
			<WeLoveTheKing/>
		</CivicInfo>
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_ECONOMY</CivicOptionType>
			<Type>CIVIC_FREE_MARKET</Type>
			<Description>TXT_KEY_CIVIC_FREE_MARKET</Description>
			<Civilopedia>TXT_KEY_CIVIC_FREE_MARKET_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_FREE_MARKET_STRATEGY</Strategy>
			<Button>,Art/Interface/Buttons/Civics/Free_Market.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,8,1</Button>
			<TechPrereq>TECH_ECONOMICS</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_MEDIUM</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>-50</iCorporationMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<iTempFlatMovesAfterAttackChange>0</iTempFlatMovesAfterAttackChange>
			<iFlatMovesChange>0</iFlatMovesChange>
			<RouteMoveDenominatorChanges/>
			<RouteFlatMoveDenominatorChanges/>
			<iMaxAttackCountChange>0</iMaxAttackCountChange>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<!-- rucivfan_food_production_modifier rfpm[  -->
			<iFoodProductionModifier>0</iFoodProductionModifier>
			<iOverflowFoodProductionModifier>0</iOverflowFoodProductionModifier>
			<!-- ]rucivfan_food_production_modifier rfpm -->
			<iMaxConscript>0</iMaxConscript>
			<!-- rucivfan_production_without_resources rupwr[ -->
			<bUnitProductionWithoutResources>0</bUnitProductionWithoutResources>
			<iUnitProductionLossReduceModifier>0</iUnitProductionLossReduceModifier>
			<!-- ]rucivfan_production_without_resources rupwr -->
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<!-- rucivfan_war_weariness rww[ -->
			<iEnemyUnitWarWearinessModifier>0</iEnemyUnitWarWearinessModifier>
			<iOwnUnitWarWearinessModifier>0</iOwnUnitWarWearinessModifier>
			<iWarWearinessDecayModifier>0</iWarWearinessDecayModifier>
			<iWarWearinessDecayPeacePercent>0</iWarWearinessDecayPeacePercent>
			<!-- ]rucivfan_war_weariness rww -->
			<!-- rucivfan_combat_system_extended rcse[ -->
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<DefectorProbabilityModifierUnitCombatTypes>
				<DefectorProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
				</DefectorProbabilityModifierUnitCombatType>
			</DefectorProbabilityModifierUnitCombatTypes>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<CaptureProbabilityModifierUnitCombatTypes>
				<CaptureProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
				</CaptureProbabilityModifierUnitCombatType>
			</CaptureProbabilityModifierUnitCombatTypes>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<!-- rucivfan_anger_modifier ram[ -->
			<iHurryAngerModifier>0</iHurryAngerModifier>
			<iConscriptAngerModifier>0</iConscriptAngerModifier>
			<iDefyResolutionAngerModifier>0</iDefyResolutionAngerModifier>
			<AngryCitizenYieldChange/>
			<AngryCitizenCommerceChange/>
			<!-- ]rucivfan_anger_modifier ram -->
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>1</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers/>
			<CapitalYieldModifiers/>
			<TradeYieldModifiers/>
			<CommerceModifiers/>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<Hurrys/>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids/>
			<BuildingHappinessChanges>
				<BuildingHappinessChange>
					<BuildingType>BUILDINGCLASS_MARKET</BuildingType>
					<iHappinessChange>0</iHappinessChange>
				</BuildingHappinessChange>
				<BuildingHappinessChange>
					<BuildingType>BUILDINGCLASS_GROCER</BuildingType>
					<iHappinessChange>0</iHappinessChange>
				</BuildingHappinessChange>
				<BuildingHappinessChange>
					<BuildingType>BUILDINGCLASS_SUPERMARKET</BuildingType>
					<iHappinessChange>0</iHappinessChange>
				</BuildingHappinessChange>
			</BuildingHappinessChanges>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges/>
			<!-- rucivfan_feature_extended rfe[ -->
			<iFeatureGrowthIgnoreCivilisationChanceModifier>0</iFeatureGrowthIgnoreCivilisationChanceModifier>
			<iFeatureGrowthModifier>0</iFeatureGrowthModifier>
			<!-- ]rucivfan_feature_extended rfe -->
			<WeLoveTheKing/>
		</CivicInfo>
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_ECONOMY</CivicOptionType>
			<Type>CIVIC_STATE_PROPERTY</Type>
			<Description>TXT_KEY_CIVIC_STATE_PROPERTY</Description>
			<Civilopedia>TXT_KEY_CIVIC_STATE_PROPERTY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_STATE_PROPERTY_STRATEGY</Strategy>
			<Button>,Art/Interface/Buttons/Civics/State_Property.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,5,3</Button>
			<TechPrereq>TECH_UTOPIA</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_LOW</Upkeep>
			<iAIWeight>10</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>-100</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<iTempFlatMovesAfterAttackChange>0</iTempFlatMovesAfterAttackChange>
			<iFlatMovesChange>0</iFlatMovesChange>
			<RouteMoveDenominatorChanges/>
			<RouteFlatMoveDenominatorChanges/>
			<iMaxAttackCountChange>0</iMaxAttackCountChange>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<!-- rucivfan_food_production_modifier rfpm[  -->
			<iFoodProductionModifier>0</iFoodProductionModifier>
			<iOverflowFoodProductionModifier>0</iOverflowFoodProductionModifier>
			<!-- ]rucivfan_food_production_modifier rfpm -->
			<iMaxConscript>0</iMaxConscript>
			<!-- rucivfan_production_without_resources rupwr[ -->
			<bUnitProductionWithoutResources>0</bUnitProductionWithoutResources>
			<iUnitProductionLossReduceModifier>0</iUnitProductionLossReduceModifier>
			<!-- ]rucivfan_production_without_resources rupwr -->
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<!-- rucivfan_war_weariness rww[ -->
			<iEnemyUnitWarWearinessModifier>0</iEnemyUnitWarWearinessModifier>
			<iOwnUnitWarWearinessModifier>0</iOwnUnitWarWearinessModifier>
			<iWarWearinessDecayModifier>0</iWarWearinessDecayModifier>
			<iWarWearinessDecayPeacePercent>0</iWarWearinessDecayPeacePercent>
			<!-- ]rucivfan_war_weariness rww -->
			<!-- rucivfan_combat_system_extended rcse[ -->
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<DefectorProbabilityModifierUnitCombatTypes>
				<DefectorProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
				</DefectorProbabilityModifierUnitCombatType>
			</DefectorProbabilityModifierUnitCombatTypes>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<CaptureProbabilityModifierUnitCombatTypes>
				<CaptureProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
				</CaptureProbabilityModifierUnitCombatType>
			</CaptureProbabilityModifierUnitCombatTypes>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<!-- rucivfan_anger_modifier ram[ -->
			<iHurryAngerModifier>0</iHurryAngerModifier>
			<iConscriptAngerModifier>0</iConscriptAngerModifier>
			<iDefyResolutionAngerModifier>0</iDefyResolutionAngerModifier>
			<AngryCitizenYieldChange/>
			<AngryCitizenCommerceChange/>
			<!-- ]rucivfan_anger_modifier ram -->
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>1</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers>
				<iYield>0</iYield>
				<iYield>10</iYield>
				<iYield>0</iYield>
			</YieldModifiers>
			<CapitalYieldModifiers/>
			<TradeYieldModifiers/>
			<CommerceModifiers/>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<Hurrys/>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids/>
			<BuildingHappinessChanges/>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges>
				<ImprovementYieldChange>
					<ImprovementType>IMPROVEMENT_WORKSHOP</ImprovementType>
					<ImprovementYields>
						<iYield>1</iYield>
						<iYield>0</iYield>
						<iYield>0</iYield>
					</ImprovementYields>
				</ImprovementYieldChange>
				<ImprovementYieldChange>
					<ImprovementType>IMPROVEMENT_WATERMILL</ImprovementType>
					<ImprovementYields>
						<iYield>1</iYield>
						<iYield>0</iYield>
						<iYield>0</iYield>
					</ImprovementYields>
				</ImprovementYieldChange>
			</ImprovementYieldChanges>
			<!-- rucivfan_feature_extended rfe[ -->
			<iFeatureGrowthIgnoreCivilisationChanceModifier>0</iFeatureGrowthIgnoreCivilisationChanceModifier>
			<iFeatureGrowthModifier>0</iFeatureGrowthModifier>
			<!-- ]rucivfan_feature_extended rfe -->
			<WeLoveTheKing/>
		</CivicInfo>
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_ECONOMY</CivicOptionType>
			<Type>CIVIC_INDUSTRIALISM</Type>
			<Description>TXT_KEY_CIVIC_INDUSTRIALISM</Description>
			<Civilopedia>TXT_KEY_CIVIC_INDUSTRIALISM_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_INDUSTRIALISM_STRATEGY</Strategy>
			<Button>Art/Interface/Buttons/Civics/industrialism.dds</Button>
			<TechPrereq>TECH_INDUSTRIALISM</TechPrereq>
			<iAnarchyLength>2</iAnarchyLength>
			<Upkeep>UPKEEP_VERY_HIGH</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>25</iCorporationMaintenanceModifier>
			<iExtraHealth>-2</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<iTempFlatMovesAfterAttackChange>0</iTempFlatMovesAfterAttackChange>
			<iFlatMovesChange>0</iFlatMovesChange>
			<RouteMoveDenominatorChanges/>
			<RouteFlatMoveDenominatorChanges/>
			<iMaxAttackCountChange>0</iMaxAttackCountChange>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<!-- rucivfan_food_production_modifier rfpm[  -->
			<iFoodProductionModifier>0</iFoodProductionModifier>
			<iOverflowFoodProductionModifier>0</iOverflowFoodProductionModifier>
			<!-- ]rucivfan_food_production_modifier rfpm -->
			<iMaxConscript>0</iMaxConscript>
			<!-- rucivfan_production_without_resources rupwr[ -->
			<bUnitProductionWithoutResources>0</bUnitProductionWithoutResources>
			<iUnitProductionLossReduceModifier>0</iUnitProductionLossReduceModifier>
			<!-- ]rucivfan_production_without_resources rupwr -->
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<!-- rucivfan_war_weariness rww[ -->
			<iEnemyUnitWarWearinessModifier>0</iEnemyUnitWarWearinessModifier>
			<iOwnUnitWarWearinessModifier>0</iOwnUnitWarWearinessModifier>
			<iWarWearinessDecayModifier>0</iWarWearinessDecayModifier>
			<iWarWearinessDecayPeacePercent>0</iWarWearinessDecayPeacePercent>
			<!-- ]rucivfan_war_weariness rww -->
			<!-- rucivfan_combat_system_extended rcse[ -->
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<DefectorProbabilityModifierUnitCombatTypes>
				<DefectorProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
				</DefectorProbabilityModifierUnitCombatType>
			</DefectorProbabilityModifierUnitCombatTypes>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<CaptureProbabilityModifierUnitCombatTypes>
				<CaptureProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
				</CaptureProbabilityModifierUnitCombatType>
			</CaptureProbabilityModifierUnitCombatTypes>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<!-- rucivfan_anger_modifier ram[ -->
			<iHurryAngerModifier>0</iHurryAngerModifier>
			<iConscriptAngerModifier>0</iConscriptAngerModifier>
			<iDefyResolutionAngerModifier>0</iDefyResolutionAngerModifier>
			<AngryCitizenYieldChange/>
			<AngryCitizenCommerceChange/>
			<!-- ]rucivfan_anger_modifier ram -->
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers>
				<iYield>0</iYield>
				<iYield>50</iYield>
				<iYield>0</iYield>
			</YieldModifiers>
			<CapitalYieldModifiers/>
			<TradeYieldModifiers/>
			<CommerceModifiers/>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<Hurrys/>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids/>
			<BuildingHappinessChanges>
				<BuildingHappinessChange>
					<BuildingType>BUILDINGCLASS_FACTORY</BuildingType>
					<iHappinessChange>0</iHappinessChange>
				</BuildingHappinessChange>
				<BuildingHappinessChange>
					<BuildingType>BUILDINGCLASS_INDUSTRIAL_PARK</BuildingType>
					<iHappinessChange>0</iHappinessChange>
				</BuildingHappinessChange>
			</BuildingHappinessChanges>
			<BuildingHealthChanges>
				<BuildingHealthChange>
					<BuildingType>BUILDINGCLASS_FACTORY</BuildingType>
					<iHealthChange>-1</iHealthChange>
				</BuildingHealthChange>
				<BuildingHealthChange>
					<BuildingType>BUILDINGCLASS_INDUSTRIAL_PARK</BuildingType>
					<iHealthChange>-1</iHealthChange>
				</BuildingHealthChange>
			</BuildingHealthChanges>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges>
				<ImprovementYieldChange>
					<ImprovementType>IMPROVEMENT_MINE</ImprovementType>
					<ImprovementYields>
						<iYield>0</iYield>
						<iYield>0</iYield>
						<iYield>0</iYield>
					</ImprovementYields>
				</ImprovementYieldChange>
				<ImprovementYieldChange>
					<ImprovementType>IMPROVEMENT_OFFSHORE_PLATFORM</ImprovementType>
					<ImprovementYields>
						<iYield>0</iYield>
						<iYield>0</iYield>
						<iYield>0</iYield>
					</ImprovementYields>
				</ImprovementYieldChange>
				<ImprovementYieldChange>
					<ImprovementType>IMPROVEMENT_WELL</ImprovementType>
					<ImprovementYields>
						<iYield>0</iYield>
						<iYield>0</iYield>
						<iYield>0</iYield>
					</ImprovementYields>
				</ImprovementYieldChange>
			</ImprovementYieldChanges>
			<!-- rucivfan_feature_extended rfe[ -->
			<iFeatureGrowthIgnoreCivilisationChanceModifier>0</iFeatureGrowthIgnoreCivilisationChanceModifier>
			<iFeatureGrowthModifier>0</iFeatureGrowthModifier>
			<!-- ]rucivfan_feature_extended rfe -->
			<WeLoveTheKing/>
		</CivicInfo>
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_ECONOMY</CivicOptionType>
			<Type>CIVIC_ENVIRONMENTALISM</Type>
			<Description>TXT_KEY_CIVIC_ENVIRONMENTALISM</Description>
			<Civilopedia>TXT_KEY_CIVIC_ENVIRONMENTALISM_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_ENVIRONMENTALISM_STRATEGY</Strategy>
			<Button>,Art/Interface/Buttons/Civics/Environmentalism.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,7,1</Button>
			<TechPrereq>TECH_ECOLOGY</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_HIGH</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>6</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<iTempFlatMovesAfterAttackChange>0</iTempFlatMovesAfterAttackChange>
			<iFlatMovesChange>0</iFlatMovesChange>
			<RouteMoveDenominatorChanges/>
			<RouteFlatMoveDenominatorChanges/>
			<iMaxAttackCountChange>0</iMaxAttackCountChange>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<!-- rucivfan_food_production_modifier rfpm[  -->
			<iFoodProductionModifier>0</iFoodProductionModifier>
			<iOverflowFoodProductionModifier>0</iOverflowFoodProductionModifier>
			<!-- ]rucivfan_food_production_modifier rfpm -->
			<iMaxConscript>0</iMaxConscript>
			<!-- rucivfan_production_without_resources rupwr[ -->
			<bUnitProductionWithoutResources>0</bUnitProductionWithoutResources>
			<iUnitProductionLossReduceModifier>0</iUnitProductionLossReduceModifier>
			<!-- ]rucivfan_production_without_resources rupwr -->
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<!-- rucivfan_war_weariness rww[ -->
			<iEnemyUnitWarWearinessModifier>0</iEnemyUnitWarWearinessModifier>
			<iOwnUnitWarWearinessModifier>0</iOwnUnitWarWearinessModifier>
			<iWarWearinessDecayModifier>0</iWarWearinessDecayModifier>
			<iWarWearinessDecayPeacePercent>0</iWarWearinessDecayPeacePercent>
			<!-- ]rucivfan_war_weariness rww -->
			<!-- rucivfan_combat_system_extended rcse[ -->
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<DefectorProbabilityModifierUnitCombatTypes>
				<DefectorProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
				</DefectorProbabilityModifierUnitCombatType>
			</DefectorProbabilityModifierUnitCombatTypes>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<CaptureProbabilityModifierUnitCombatTypes>
				<CaptureProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
				</CaptureProbabilityModifierUnitCombatType>
			</CaptureProbabilityModifierUnitCombatTypes>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<!-- rucivfan_anger_modifier ram[ -->
			<iHurryAngerModifier>0</iHurryAngerModifier>
			<iConscriptAngerModifier>0</iConscriptAngerModifier>
			<iDefyResolutionAngerModifier>0</iDefyResolutionAngerModifier>
			<AngryCitizenYieldChange/>
			<AngryCitizenCommerceChange/>
			<!-- ]rucivfan_anger_modifier ram -->
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers/>
			<CapitalYieldModifiers/>
			<TradeYieldModifiers/>
			<CommerceModifiers/>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<Hurrys/>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids/>
			<BuildingHappinessChanges>
				<BuildingHappinessChange>
					<BuildingType>BUILDINGCLASS_PUBLIC_TRANSPORTATION</BuildingType>
					<iHappinessChange>0</iHappinessChange>
				</BuildingHappinessChange>
			</BuildingHappinessChanges>
			<BuildingHealthChanges>
				<BuildingHealthChange>
					<BuildingType>BUILDINGCLASS_PUBLIC_TRANSPORTATION</BuildingType>
					<iHealthChange>0</iHealthChange>
				</BuildingHealthChange>
			</BuildingHealthChanges>
			<FeatureHappinessChanges>
				<FeatureHappinessChange>	
					<FeatureType>FEATURE_FOREST</FeatureType>
					<iHappinessChange>1</iHappinessChange>
				</FeatureHappinessChange>
				<FeatureHappinessChange>	
					<FeatureType>FEATURE_JUNGLE</FeatureType>
					<iHappinessChange>1</iHappinessChange>
				</FeatureHappinessChange>
			</FeatureHappinessChanges>
			<ImprovementYieldChanges>
				<ImprovementYieldChange>
					<ImprovementType>IMPROVEMENT_FOREST_PRESERVE</ImprovementType>
					<ImprovementYields>
						<iYield>0</iYield>
						<iYield>0</iYield>
						<iYield>2</iYield>
					</ImprovementYields>
				</ImprovementYieldChange>
				<ImprovementYieldChange>
					<ImprovementType>IMPROVEMENT_WINDMILL</ImprovementType>
					<ImprovementYields>
						<iYield>1</iYield>
						<iYield>0</iYield>
						<iYield>0</iYield>
					</ImprovementYields>
				</ImprovementYieldChange>
				<ImprovementYieldChange>
					<ImprovementType>IMPROVEMENT_SOLAR_FARM</ImprovementType>
					<ImprovementYields>
						<iYield>0</iYield>
						<iYield>0</iYield>
						<iYield>2</iYield>
					</ImprovementYields>
				</ImprovementYieldChange>
				<ImprovementYieldChange>
					<ImprovementType>IMPROVEMENT_CAMP</ImprovementType>
					<ImprovementYields>
						<iYield>1</iYield>
						<iYield>0</iYield>
						<iYield>0</iYield>
					</ImprovementYields>
				</ImprovementYieldChange>
				<ImprovementYieldChange>
					<ImprovementType>IMPROVEMENT_WHALING_BOATS</ImprovementType>
					<ImprovementYields>
						<iYield>1</iYield>
						<iYield>0</iYield>
						<iYield>0</iYield>
					</ImprovementYields>
				</ImprovementYieldChange>
				<ImprovementYieldChange>
					<ImprovementType>IMPROVEMENT_LUMBERMILL</ImprovementType>
					<ImprovementYields>
						<iYield>0</iYield>
						<iYield>1</iYield>
						<iYield>0</iYield>
					</ImprovementYields>
				</ImprovementYieldChange>
			</ImprovementYieldChanges>
			<!-- rucivfan_feature_extended rfe[ -->
			<iFeatureGrowthIgnoreCivilisationChanceModifier>0</iFeatureGrowthIgnoreCivilisationChanceModifier>
			<iFeatureGrowthModifier>0</iFeatureGrowthModifier>
			<!-- ]rucivfan_feature_extended rfe -->
			<WeLoveTheKing/>
		</CivicInfo>
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_RELIGION</CivicOptionType>
			<Type>CIVIC_PAGANISM</Type>
			<Description>TXT_KEY_CIVIC_PAGANISM</Description>
			<Civilopedia>TXT_KEY_CIVIC_PAGANISM_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_PAGANISM_STRATEGY</Strategy>
			<Button>,Art/Interface/Buttons/Civics/Paganism.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,4,2</Button>
			<TechPrereq>NONE</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_LOW</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<iTempFlatMovesAfterAttackChange>0</iTempFlatMovesAfterAttackChange>
			<iFlatMovesChange>0</iFlatMovesChange>
			<RouteMoveDenominatorChanges/>
			<RouteFlatMoveDenominatorChanges/>
			<iMaxAttackCountChange>0</iMaxAttackCountChange>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<!-- rucivfan_food_production_modifier rfpm[  -->
			<iFoodProductionModifier>0</iFoodProductionModifier>
			<iOverflowFoodProductionModifier>0</iOverflowFoodProductionModifier>
			<!-- ]rucivfan_food_production_modifier rfpm -->
			<iMaxConscript>0</iMaxConscript>
			<!-- rucivfan_production_without_resources rupwr[ -->
			<bUnitProductionWithoutResources>0</bUnitProductionWithoutResources>
			<iUnitProductionLossReduceModifier>0</iUnitProductionLossReduceModifier>
			<!-- ]rucivfan_production_without_resources rupwr -->
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<!-- rucivfan_war_weariness rww[ -->
			<iEnemyUnitWarWearinessModifier>0</iEnemyUnitWarWearinessModifier>
			<iOwnUnitWarWearinessModifier>0</iOwnUnitWarWearinessModifier>
			<iWarWearinessDecayModifier>0</iWarWearinessDecayModifier>
			<iWarWearinessDecayPeacePercent>0</iWarWearinessDecayPeacePercent>
			<!-- ]rucivfan_war_weariness rww -->
			<!-- rucivfan_combat_system_extended rcse[ -->
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<DefectorProbabilityModifierUnitCombatTypes>
				<DefectorProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
				</DefectorProbabilityModifierUnitCombatType>
			</DefectorProbabilityModifierUnitCombatTypes>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<CaptureProbabilityModifierUnitCombatTypes>
				<CaptureProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
				</CaptureProbabilityModifierUnitCombatType>
			</CaptureProbabilityModifierUnitCombatTypes>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<!-- rucivfan_anger_modifier ram[ -->
			<iHurryAngerModifier>0</iHurryAngerModifier>
			<iConscriptAngerModifier>0</iConscriptAngerModifier>
			<iDefyResolutionAngerModifier>0</iDefyResolutionAngerModifier>
			<AngryCitizenYieldChange/>
			<AngryCitizenCommerceChange/>
			<!-- ]rucivfan_anger_modifier ram -->
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>1</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers/>
			<CapitalYieldModifiers/>
			<TradeYieldModifiers/>
			<CommerceModifiers/>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<Hurrys/>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids/>
			<BuildingHappinessChanges/>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges/>
			<!-- rucivfan_feature_extended rfe[ -->
			<iFeatureGrowthIgnoreCivilisationChanceModifier>0</iFeatureGrowthIgnoreCivilisationChanceModifier>
			<iFeatureGrowthModifier>0</iFeatureGrowthModifier>
			<!-- ]rucivfan_feature_extended rfe -->
			<WeLoveTheKing/>
		</CivicInfo>
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_RELIGION</CivicOptionType>
			<Type>CIVIC_ORGANIZED_RELIGION</Type>
			<Description>TXT_KEY_CIVIC_ORGANIZED_RELIGION</Description>
			<Civilopedia>TXT_KEY_CIVIC_ORGANIZED_RELIGION_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_ORGANIZED_RELIGION_STRATEGY</Strategy>
			<Button>,Art/Interface/Buttons/Civics/Organized_Religion.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,2,2</Button>
			<TechPrereq>TECH_MONOTHEISM</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_HIGH</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<iTempFlatMovesAfterAttackChange>0</iTempFlatMovesAfterAttackChange>
			<iFlatMovesChange>0</iFlatMovesChange>
			<RouteMoveDenominatorChanges/>
			<RouteFlatMoveDenominatorChanges/>
			<iMaxAttackCountChange>0</iMaxAttackCountChange>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<!-- rucivfan_food_production_modifier rfpm[  -->
			<iFoodProductionModifier>0</iFoodProductionModifier>
			<iOverflowFoodProductionModifier>0</iOverflowFoodProductionModifier>
			<!-- ]rucivfan_food_production_modifier rfpm -->
			<iMaxConscript>0</iMaxConscript>
			<!-- rucivfan_production_without_resources rupwr[ -->
			<bUnitProductionWithoutResources>0</bUnitProductionWithoutResources>
			<iUnitProductionLossReduceModifier>0</iUnitProductionLossReduceModifier>
			<!-- ]rucivfan_production_without_resources rupwr -->
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<!-- rucivfan_war_weariness rww[ -->
			<iEnemyUnitWarWearinessModifier>0</iEnemyUnitWarWearinessModifier>
			<iOwnUnitWarWearinessModifier>0</iOwnUnitWarWearinessModifier>
			<iWarWearinessDecayModifier>0</iWarWearinessDecayModifier>
			<iWarWearinessDecayPeacePercent>0</iWarWearinessDecayPeacePercent>
			<!-- ]rucivfan_war_weariness rww -->
			<!-- rucivfan_combat_system_extended rcse[ -->
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<DefectorProbabilityModifierUnitCombatTypes>
				<DefectorProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
				</DefectorProbabilityModifierUnitCombatType>
			</DefectorProbabilityModifierUnitCombatTypes>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<CaptureProbabilityModifierUnitCombatTypes>
				<CaptureProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
				</CaptureProbabilityModifierUnitCombatType>
			</CaptureProbabilityModifierUnitCombatTypes>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<!-- rucivfan_anger_modifier ram[ -->
			<iHurryAngerModifier>0</iHurryAngerModifier>
			<iConscriptAngerModifier>0</iConscriptAngerModifier>
			<iDefyResolutionAngerModifier>0</iDefyResolutionAngerModifier>
			<AngryCitizenYieldChange/>
			<AngryCitizenCommerceChange/>
			<!-- ]rucivfan_anger_modifier ram -->
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>1</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>25</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers/>
			<CapitalYieldModifiers/>
			<TradeYieldModifiers/>
			<CommerceModifiers/>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<Hurrys/>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids/>
			<BuildingHappinessChanges/>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges/>
			<!-- rucivfan_feature_extended rfe[ -->
			<iFeatureGrowthIgnoreCivilisationChanceModifier>0</iFeatureGrowthIgnoreCivilisationChanceModifier>
			<iFeatureGrowthModifier>0</iFeatureGrowthModifier>
			<!-- ]rucivfan_feature_extended rfe -->
			<WeLoveTheKing/>
		</CivicInfo>
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_RELIGION</CivicOptionType>
			<Type>CIVIC_THEOCRACY</Type>
			<Description>TXT_KEY_CIVIC_THEOCRACY</Description>
			<Civilopedia>TXT_KEY_CIVIC_THEOCRACY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_THEOCRACY_STRATEGY</Strategy>
			<Button>,Art/Interface/Buttons/Civics/Theocracy.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,6,3</Button>
			<TechPrereq>TECH_THEOLOGY</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_MEDIUM</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<iTempFlatMovesAfterAttackChange>0</iTempFlatMovesAfterAttackChange>
			<iFlatMovesChange>0</iFlatMovesChange>
			<RouteMoveDenominatorChanges/>
			<RouteFlatMoveDenominatorChanges/>
			<iMaxAttackCountChange>0</iMaxAttackCountChange>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<!-- rucivfan_food_production_modifier rfpm[  -->
			<iFoodProductionModifier>0</iFoodProductionModifier>
			<iOverflowFoodProductionModifier>0</iOverflowFoodProductionModifier>
			<!-- ]rucivfan_food_production_modifier rfpm -->
			<iMaxConscript>0</iMaxConscript>
			<!-- rucivfan_production_without_resources rupwr[ -->
			<bUnitProductionWithoutResources>0</bUnitProductionWithoutResources>
			<iUnitProductionLossReduceModifier>0</iUnitProductionLossReduceModifier>
			<!-- ]rucivfan_production_without_resources rupwr -->
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<!-- rucivfan_war_weariness rww[ -->
			<iEnemyUnitWarWearinessModifier>0</iEnemyUnitWarWearinessModifier>
			<iOwnUnitWarWearinessModifier>0</iOwnUnitWarWearinessModifier>
			<iWarWearinessDecayModifier>0</iWarWearinessDecayModifier>
			<iWarWearinessDecayPeacePercent>0</iWarWearinessDecayPeacePercent>
			<!-- ]rucivfan_war_weariness rww -->
			<!-- rucivfan_combat_system_extended rcse[ -->
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<DefectorProbabilityModifierUnitCombatTypes>
				<DefectorProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
				</DefectorProbabilityModifierUnitCombatType>
			</DefectorProbabilityModifierUnitCombatTypes>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<CaptureProbabilityModifierUnitCombatTypes>
				<CaptureProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
				</CaptureProbabilityModifierUnitCombatType>
			</CaptureProbabilityModifierUnitCombatTypes>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<!-- rucivfan_anger_modifier ram[ -->
			<iHurryAngerModifier>0</iHurryAngerModifier>
			<iConscriptAngerModifier>0</iConscriptAngerModifier>
			<iDefyResolutionAngerModifier>0</iDefyResolutionAngerModifier>
			<AngryCitizenYieldChange/>
			<AngryCitizenCommerceChange/>
			<!-- ]rucivfan_anger_modifier ram -->
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>1</bStateReligion>
			<bNoNonStateReligionSpread>1</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>2</iStateReligionFreeExperience>
			<YieldModifiers/>
			<CapitalYieldModifiers/>
			<TradeYieldModifiers/>
			<CommerceModifiers/>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<Hurrys/>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids>
				<SpecialistValid>
					<SpecialistType>SPECIALIST_PRIEST</SpecialistType>
					<bValid>1</bValid>
				</SpecialistValid>
			</SpecialistValids>
			<BuildingHappinessChanges/>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges/>
			<!-- rucivfan_feature_extended rfe[ -->
			<iFeatureGrowthIgnoreCivilisationChanceModifier>0</iFeatureGrowthIgnoreCivilisationChanceModifier>
			<iFeatureGrowthModifier>0</iFeatureGrowthModifier>
			<!-- ]rucivfan_feature_extended rfe -->
			<WeLoveTheKing/>
		</CivicInfo>
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_RELIGION</CivicOptionType>
			<Type>CIVIC_PACIFISM</Type>
			<Description>TXT_KEY_CIVIC_PACIFISM</Description>
			<Civilopedia>TXT_KEY_CIVIC_PACIFISM_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_PACIFISM_STRATEGY</Strategy>
			<Help/>
			<Button>,Art/Interface/Buttons/Civics/Pacifism.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,3,2</Button>
			<TechPrereq>TECH_PHILOSOPHY</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>NONE</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>100</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<iTempFlatMovesAfterAttackChange>0</iTempFlatMovesAfterAttackChange>
			<iFlatMovesChange>0</iFlatMovesChange>
			<RouteMoveDenominatorChanges/>
			<RouteFlatMoveDenominatorChanges/>
			<iMaxAttackCountChange>0</iMaxAttackCountChange>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>1</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<!-- rucivfan_food_production_modifier rfpm[  -->
			<iFoodProductionModifier>0</iFoodProductionModifier>
			<iOverflowFoodProductionModifier>0</iOverflowFoodProductionModifier>
			<!-- ]rucivfan_food_production_modifier rfpm -->
			<iMaxConscript>0</iMaxConscript>
			<!-- rucivfan_production_without_resources rupwr[ -->
			<bUnitProductionWithoutResources>0</bUnitProductionWithoutResources>
			<iUnitProductionLossReduceModifier>0</iUnitProductionLossReduceModifier>
			<!-- ]rucivfan_production_without_resources rupwr -->
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<!-- rucivfan_war_weariness rww[ -->
			<iEnemyUnitWarWearinessModifier>0</iEnemyUnitWarWearinessModifier>
			<iOwnUnitWarWearinessModifier>0</iOwnUnitWarWearinessModifier>
			<iWarWearinessDecayModifier>0</iWarWearinessDecayModifier>
			<iWarWearinessDecayPeacePercent>0</iWarWearinessDecayPeacePercent>
			<!-- ]rucivfan_war_weariness rww -->
			<!-- rucivfan_combat_system_extended rcse[ -->
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<DefectorProbabilityModifierUnitCombatTypes>
				<DefectorProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
				</DefectorProbabilityModifierUnitCombatType>
			</DefectorProbabilityModifierUnitCombatTypes>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<CaptureProbabilityModifierUnitCombatTypes>
				<CaptureProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
				</CaptureProbabilityModifierUnitCombatType>
			</CaptureProbabilityModifierUnitCombatTypes>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<!-- rucivfan_anger_modifier ram[ -->
			<iHurryAngerModifier>0</iHurryAngerModifier>
			<iConscriptAngerModifier>0</iConscriptAngerModifier>
			<iDefyResolutionAngerModifier>0</iDefyResolutionAngerModifier>
			<AngryCitizenYieldChange/>
			<AngryCitizenCommerceChange/>
			<!-- ]rucivfan_anger_modifier ram -->
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>1</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers>
				<iYield>0</iYield>
				<iYield>0</iYield>
				<iYield>0</iYield>
			</YieldModifiers>
			<CapitalYieldModifiers/>
			<TradeYieldModifiers>
				<iYield>0</iYield>
				<iYield>0</iYield>
				<iYield>0</iYield>
			</TradeYieldModifiers>
			<CommerceModifiers>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</CommerceModifiers>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</SpecialistExtraCommerces>
			<Hurrys/>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids/>
			<BuildingHappinessChanges/>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges/>
			<!-- rucivfan_feature_extended rfe[ -->
			<iFeatureGrowthIgnoreCivilisationChanceModifier>0</iFeatureGrowthIgnoreCivilisationChanceModifier>
			<iFeatureGrowthModifier>0</iFeatureGrowthModifier>
			<!-- ]rucivfan_feature_extended rfe -->
			<WeLoveTheKing/>
		</CivicInfo>
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_RELIGION</CivicOptionType>
			<Type>CIVIC_SEPARATION</Type>
			<Description>TXT_KEY_CIVIC_SEPARATION</Description>
			<Civilopedia>TXT_KEY_CIVIC_SEPARATION_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_SEPARATION_STRATEGY</Strategy>
			<Help>TXT_KEY_CIVIC_SEPARATION_HELP</Help>
			<Button>Art/Interface/Buttons/Civics/secularism.dds</Button>
			<TechPrereq>TECH_CONSTITUTION</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_MEDIUM</Upkeep>
			<iAIWeight>10</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<iTempFlatMovesAfterAttackChange>0</iTempFlatMovesAfterAttackChange>
			<iFlatMovesChange>0</iFlatMovesChange>
			<RouteMoveDenominatorChanges/>
			<RouteFlatMoveDenominatorChanges/>
			<iMaxAttackCountChange>0</iMaxAttackCountChange>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<!-- rucivfan_food_production_modifier rfpm[  -->
			<iFoodProductionModifier>0</iFoodProductionModifier>
			<iOverflowFoodProductionModifier>0</iOverflowFoodProductionModifier>
			<!-- ]rucivfan_food_production_modifier rfpm -->
			<iMaxConscript>0</iMaxConscript>
			<!-- rucivfan_production_without_resources rupwr[ -->
			<bUnitProductionWithoutResources>0</bUnitProductionWithoutResources>
			<iUnitProductionLossReduceModifier>0</iUnitProductionLossReduceModifier>
			<!-- ]rucivfan_production_without_resources rupwr -->
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<!-- rucivfan_war_weariness rww[ -->
			<iEnemyUnitWarWearinessModifier>0</iEnemyUnitWarWearinessModifier>
			<iOwnUnitWarWearinessModifier>0</iOwnUnitWarWearinessModifier>
			<iWarWearinessDecayModifier>0</iWarWearinessDecayModifier>
			<iWarWearinessDecayPeacePercent>0</iWarWearinessDecayPeacePercent>
			<!-- ]rucivfan_war_weariness rww -->
			<!-- rucivfan_combat_system_extended rcse[ -->
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<DefectorProbabilityModifierUnitCombatTypes>
				<DefectorProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
				</DefectorProbabilityModifierUnitCombatType>
			</DefectorProbabilityModifierUnitCombatTypes>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<CaptureProbabilityModifierUnitCombatTypes>
				<CaptureProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
				</CaptureProbabilityModifierUnitCombatType>
			</CaptureProbabilityModifierUnitCombatTypes>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<!-- rucivfan_anger_modifier ram[ -->
			<iHurryAngerModifier>0</iHurryAngerModifier>
			<iConscriptAngerModifier>0</iConscriptAngerModifier>
			<iDefyResolutionAngerModifier>0</iDefyResolutionAngerModifier>
			<AngryCitizenYieldChange/>
			<AngryCitizenCommerceChange/>
			<!-- ]rucivfan_anger_modifier ram -->
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>-1</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers/>
			<CapitalYieldModifiers/>
			<TradeYieldModifiers/>
			<CommerceModifiers>
				<iCommerce>0</iCommerce>
				<iCommerce>25</iCommerce>
				<iCommerce>0</iCommerce>
			</CommerceModifiers>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<Hurrys/>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids/>
			<BuildingHappinessChanges>
				<BuildingHappinessChange>
					<BuildingType>BUILDINGCLASS_COURTHOUSE</BuildingType>
					<iHappinessChange>0</iHappinessChange>
				</BuildingHappinessChange>
				<BuildingHappinessChange>
					<BuildingType>BUILDINGCLASS_THEATRE</BuildingType>
					<iHappinessChange>0</iHappinessChange>
				</BuildingHappinessChange>
			</BuildingHappinessChanges>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges/>
			<!-- rucivfan_feature_extended rfe[ -->
			<iFeatureGrowthIgnoreCivilisationChanceModifier>0</iFeatureGrowthIgnoreCivilisationChanceModifier>
			<iFeatureGrowthModifier>0</iFeatureGrowthModifier>
			<!-- ]rucivfan_feature_extended rfe -->
			<WeLoveTheKing/>
		</CivicInfo>
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_RELIGION</CivicOptionType>
			<Type>CIVIC_FREE_RELIGION</Type>
			<Description>TXT_KEY_CIVIC_FREE_RELIGION</Description>
			<Civilopedia>TXT_KEY_CIVIC_FREE_RELIGION_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_FREE_RELIGION_STRATEGY</Strategy>
			<Help>TXT_KEY_CIVIC_FREE_RELIGION_HELP</Help>
			<Button>,Art/Interface/Buttons/Civics/Free_Religion.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,1,3</Button>
			<TechPrereq>TECH_LIBERALISM</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_VERY_LOW</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<!-- rucivfan_movement_system_extended rmse[ -->
			<iTempFlatMovesAfterAttackChange>0</iTempFlatMovesAfterAttackChange>
			<iFlatMovesChange>0</iFlatMovesChange>
			<RouteMoveDenominatorChanges/>
			<RouteFlatMoveDenominatorChanges/>
			<iMaxAttackCountChange>0</iMaxAttackCountChange>
			<!-- ]rucivfan_movement_system_extended rmse -->
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<!-- rucivfan_food_production_modifier rfpm[  -->
			<iFoodProductionModifier>0</iFoodProductionModifier>
			<iOverflowFoodProductionModifier>0</iOverflowFoodProductionModifier>
			<!-- ]rucivfan_food_production_modifier rfpm -->
			<iMaxConscript>0</iMaxConscript>
			<!-- rucivfan_production_without_resources rupwr[ -->
			<bUnitProductionWithoutResources>0</bUnitProductionWithoutResources>
			<iUnitProductionLossReduceModifier>0</iUnitProductionLossReduceModifier>
			<!-- ]rucivfan_production_without_resources rupwr -->
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<!-- rucivfan_war_weariness rww[ -->
			<iEnemyUnitWarWearinessModifier>0</iEnemyUnitWarWearinessModifier>
			<iOwnUnitWarWearinessModifier>0</iOwnUnitWarWearinessModifier>
			<iWarWearinessDecayModifier>0</iWarWearinessDecayModifier>
			<iWarWearinessDecayPeacePercent>0</iWarWearinessDecayPeacePercent>
			<!-- ]rucivfan_war_weariness rww -->
			<!-- rucivfan_combat_system_extended rcse[ -->
			<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
			<DefectorProbabilityModifierUnitCombatTypes>
				<DefectorProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iDefectorProbabilityModifier>0</iDefectorProbabilityModifier>
				</DefectorProbabilityModifierUnitCombatType>
			</DefectorProbabilityModifierUnitCombatTypes>
			<bDefectorProbabilityImmune>0</bDefectorProbabilityImmune>
			<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
			<CaptureProbabilityModifierUnitCombatTypes>
				<CaptureProbabilityModifierUnitCombatType>
					<UnitCombatType>NONE</UnitCombatType>
					<iCaptureProbabilityModifier>0</iCaptureProbabilityModifier>
				</CaptureProbabilityModifierUnitCombatType>
			</CaptureProbabilityModifierUnitCombatTypes>
			<bCaptureProbabilityImmune>0</bCaptureProbabilityImmune>
			<!-- ]rucivfan_combat_system_extended rcse -->
			<!-- rucivfan_anger_modifier ram[ -->
			<iHurryAngerModifier>0</iHurryAngerModifier>
			<iConscriptAngerModifier>0</iConscriptAngerModifier>
			<iDefyResolutionAngerModifier>0</iDefyResolutionAngerModifier>
			<AngryCitizenYieldChange/>
			<AngryCitizenCommerceChange/>
			<!-- ]rucivfan_anger_modifier ram -->
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>1</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers/>
			<CapitalYieldModifiers/>
			<TradeYieldModifiers>
				<iYield>0</iYield>
				<iYield>0</iYield>
				<iYield>0</iYield>
			</TradeYieldModifiers>
			<CommerceModifiers>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>25</iCommerce>
			</CommerceModifiers>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<Hurrys/>
			<SpecialBuildingNotRequireds>
				<SpecialBuildingNotRequired>
					<SpecialBuildingType>SPECIALBUILDING_MONASTERY</SpecialBuildingType>
					<bNotRequired>1</bNotRequired>
				</SpecialBuildingNotRequired>
			</SpecialBuildingNotRequireds>
			<SpecialistValids/>
			<BuildingHappinessChanges/>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges/>
			<!-- rucivfan_feature_extended rfe[ -->
			<iFeatureGrowthIgnoreCivilisationChanceModifier>0</iFeatureGrowthIgnoreCivilisationChanceModifier>
			<iFeatureGrowthModifier>0</iFeatureGrowthModifier>
			<!-- ]rucivfan_feature_extended rfe -->
			<WeLoveTheKing/>
		</CivicInfo>
	</CivicInfos>
</Civ4CivicInfos>
