<?xml version="1.0" encoding="UTF-8"?>
<!-- edited with XMLSpy v2005 rel. 3 U (http://www.altova.com) by Soren Johnson (Firaxis Games) -->
<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Alex Mantzaris (Firaxis Games) -->
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- -->
<!-- Improvement -->
<Civ4ImprovementInfos xmlns="x-schema:CIV4TerrainSchema.xml">
	<ImprovementInfos>
		<ImprovementInfo>
			<Type>IMPROVEMENT_LAND_WORKED</Type>
			<Description>TXT_KEY_IMPROVEMENT_LAND_WORKED</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_LAND_WORKED_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_LAND_WORKED</ArtDefineTag>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>-1</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>0</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids/>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<WorldSoundscapeAudioScript/>
			<bGraphicalOnly>1</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_WATER_WORKED</Type>
			<Description>TXT_KEY_IMPROVEMENT_WATER_WORKED</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_WATER_WORKED_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_WATER_WORKED</ArtDefineTag>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>-1</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>0</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids/>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<WorldSoundscapeAudioScript/>
			<bGraphicalOnly>1</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_CITY_RUINS</Type>
			<Description>TXT_KEY_IMPROVEMENT_CITY_RUINS</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_CITY_RUINS_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_CITY_RUINS</ArtDefineTag>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>-1</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>0</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids/>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<WorldSoundscapeAudioScript/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_GOODY_HUT</Type>
			<Description>TXT_KEY_IMPROVEMENT_GOODY_HUT</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_GOODY_HUT_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_GOODY_HUT</ArtDefineTag>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>1</bGoody>
			<bPermanent>0</bPermanent>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>40</iTilesPerGoody>
			<iGoodyRange>3</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>-1</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>0</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids>
				<FeatureMakesValid>
					<FeatureType>FEATURE_JUNGLE</FeatureType>
					<bMakesValid>1</bMakesValid>
				</FeatureMakesValid>
				<FeatureMakesValid>
					<FeatureType>FEATURE_FOREST</FeatureType>
					<bMakesValid>1</bMakesValid>
				</FeatureMakesValid>
			</FeatureMakesValids>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<WorldSoundscapeAudioScript>ASSS_FOREST_SELECT_AMB</WorldSoundscapeAudioScript>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_FARM</Type>
			<Description>TXT_KEY_IMPROVEMENT_FARM</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_FARM_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_FARM</ArtDefineTag>
			<PrereqNatureYields>
				<iYield>1</iYield>
				<iYield>0</iYield>
				<iYield>0</iYield>
			</PrereqNatureYields>
			<IrrigatedYieldChange>
				<iYield>1</iYield>
				<iYield>0</iYield>
				<iYield>0</iYield>
			</IrrigatedYieldChange>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>1</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>1</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>1</bRequiresIrrigation>
			<bCarriesIrrigation>1</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>30</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>5</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>5</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids/>
			<BonusTypeStructs>
				<BonusTypeStruct>
					<BonusType>BONUS_CORN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>2</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_RICE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_WHEAT</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>2</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
			</BonusTypeStructs>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges>
				<TechYieldChange>
					<PrereqTech>TECH_BIOLOGY</PrereqTech>
					<TechYields>
						<iYield>1</iYield>
						<iYield>0</iYield>
						<iYield>0</iYield>
					</TechYields>
				</TechYieldChange>
			</TechYieldChanges>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_FISHING_BOATS</Type>
			<Description>TXT_KEY_IMPROVEMENT_FISHING_BOATS</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_FISHING_BOATS_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_FISHING_BOATS</ArtDefineTag>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>1</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<iAdvancedStartCost>30</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>5</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>5</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids/>
			<BonusTypeStructs>
				<BonusTypeStruct>
					<BonusType>BONUS_CLAM</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>2</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_CRAB</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>2</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_FISH</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>3</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
			</BonusTypeStructs>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_WHALING_BOATS</Type>
			<Description>TXT_KEY_IMPROVEMENT_WHALING_BOATS</Description>
			<Civilopedia>TXT_KEY_WHALING_BOATS_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_WHALING_BOATS</ArtDefineTag>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>1</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<iAdvancedStartCost>30</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>5</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>5</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids/>
			<BonusTypeStructs>
				<BonusTypeStruct>
					<BonusType>BONUS_WHALE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>2</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
			</BonusTypeStructs>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_MINE</Type>
			<Description>TXT_KEY_IMPROVEMENT_MINE</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_MINE_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_MINE</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>2</iYieldChange>
				<iYieldChange>0</iYieldChange>
			</YieldChanges>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>1</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<iAdvancedStartCost>24</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>10</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>10</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids/>
			<BonusTypeStructs>
				<BonusTypeStruct>
					<BonusType>BONUS_ALUMINUM</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>10000</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_COAL</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>10000</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_COPPER</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>10000</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_GEMS</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>10000</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>-1</iYieldChange>
						<iYieldChange>5</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_GOLD</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>10000</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>-1</iYieldChange>
						<iYieldChange>6</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_IRON</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>10000</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_SILVER</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>10000</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>-1</iYieldChange>
						<iYieldChange>4</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_URANIUM</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>10000</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>3</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
			</BonusTypeStructs>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges>
				<RouteYieldChange>
					<RouteType>ROUTE_RAILROAD</RouteType>
					<RouteYields>
						<iYield>0</iYield>
						<iYield>1</iYield>
						<iYield>0</iYield>
					</RouteYields>
				</RouteYieldChange>
			</RouteYieldChanges>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_WORKSHOP</Type>
			<Description>TXT_KEY_IMPROVEMENT_WORKSHOP</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_WORKSHOP_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_WORKSHOP</ArtDefineTag>
			<PrereqNatureYields>
				<iYield>1</iYield>
				<iYield>0</iYield>
				<iYield>0</iYield>
			</PrereqNatureYields>
			<YieldChanges>
				<iYieldChange>-1</iYieldChange>
				<iYieldChange>1</iYieldChange>
				<iYieldChange>0</iYieldChange>
			</YieldChanges>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>1</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>1</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<iAdvancedStartCost>36</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>5</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>5</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids/>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges>
				<TechYieldChange>
					<PrereqTech>TECH_GUILDS</PrereqTech>
					<TechYields>
						<iYield>0</iYield>
						<iYield>1</iYield>
						<iYield>0</iYield>
					</TechYields>
				</TechYieldChange>
				<TechYieldChange>
					<PrereqTech>TECH_CHEMISTRY</PrereqTech>
					<TechYields>
						<iYield>0</iYield>
						<iYield>1</iYield>
						<iYield>0</iYield>
					</TechYields>
				</TechYieldChange>
			</TechYieldChanges>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_LUMBERMILL</Type>
			<Description>TXT_KEY_IMPROVEMENT_LUMBERMILL</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_LUMBERMILL_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_LUMBERMILL</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</iYieldChange>
				<iYieldChange>0</iYieldChange>
			</YieldChanges>
			<RiverSideYieldChange>
				<iYield>0</iYield>
				<iYield>0</iYield>
				<iYield>1</iYield>
			</RiverSideYieldChange>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>1</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<iAdvancedStartCost>48</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>5</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>5</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids>
				<FeatureMakesValid>
					<FeatureType>FEATURE_FOREST</FeatureType>
					<bMakesValid>1</bMakesValid>
				</FeatureMakesValid>
			</FeatureMakesValids>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges>
				<RouteYieldChange>
					<RouteType>ROUTE_RAILROAD</RouteType>
					<RouteYields>
						<iYield>0</iYield>
						<iYield>1</iYield>
						<iYield>0</iYield>
					</RouteYields>
				</RouteYieldChange>
			</RouteYieldChanges>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_WINDMILL</Type>
			<Description>TXT_KEY_IMPROVEMENT_WINDMILL</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_WINDMILL_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_WINDMILL</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>1</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</iYieldChange>
			</YieldChanges>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>1</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<iAdvancedStartCost>30</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>5</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>5</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids/>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges>
				<TechYieldChange>
					<PrereqTech>TECH_REPLACEABLE_PARTS</PrereqTech>
					<TechYields>
						<iYield>0</iYield>
						<iYield>1</iYield>
						<iYield>0</iYield>
					</TechYields>
				</TechYieldChange>
				<TechYieldChange>
					<PrereqTech>TECH_ELECTRICITY</PrereqTech>
					<TechYields>
						<iYield>0</iYield>
						<iYield>0</iYield>
						<iYield>1</iYield>
					</TechYields>
				</TechYieldChange>
			</TechYieldChanges>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_WATERMILL</Type>
			<Description>TXT_KEY_IMPROVEMENT_WATERMILL</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_WATERMILL_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_WATERMILL</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</iYieldChange>
				<iYieldChange>0</iYieldChange>
			</YieldChanges>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>1</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>1</bRequiresFlatlands>
			<bRequiresRiverSide>1</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<iAdvancedStartCost>48</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>5</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>5</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids/>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges>
				<TechYieldChange>
					<PrereqTech>TECH_REPLACEABLE_PARTS</PrereqTech>
					<TechYields>
						<iYield>0</iYield>
						<iYield>1</iYield>
						<iYield>0</iYield>
					</TechYields>
				</TechYieldChange>
				<TechYieldChange>
					<PrereqTech>TECH_ELECTRICITY</PrereqTech>
					<TechYields>
						<iYield>0</iYield>
						<iYield>0</iYield>
						<iYield>2</iYield>
					</TechYields>
				</TechYieldChange>
			</TechYieldChanges>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_PLANTATION</Type>
			<Description>TXT_KEY_IMPROVEMENT_PLANTATION</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_PLANTATION_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_PLANTATION</ArtDefineTag>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>30</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>5</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>5</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids/>
			<BonusTypeStructs>
				<BonusTypeStruct>
					<BonusType>BONUS_BANANA</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>2</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_DYE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>4</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_INCENSE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>5</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_SILK</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>3</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_SPICES</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>2</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_SUGAR</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
			</BonusTypeStructs>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_QUARRY</Type>
			<Description>TXT_KEY_IMPROVEMENT_QUARRY</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_QUARRY_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_QUARRY</ArtDefineTag>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<iAdvancedStartCost>36</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>10</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>5</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids/>
			<BonusTypeStructs>
				<BonusTypeStruct>
					<BonusType>BONUS_MARBLE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>2</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_STONE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>2</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
			</BonusTypeStructs>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges>
				<RouteYieldChange>
					<RouteType>ROUTE_RAILROAD</RouteType>
					<RouteYields>
						<iYield>0</iYield>
						<iYield>1</iYield>
						<iYield>0</iYield>
					</RouteYields>
				</RouteYieldChange>
			</RouteYieldChanges>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_PASTURE</Type>
			<Description>TXT_KEY_IMPROVEMENT_PASTURE</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_PASTURE_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_PASTURE</ArtDefineTag>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<iAdvancedStartCost>24</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>5</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>5</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids/>
			<BonusTypeStructs>
				<BonusTypeStruct>
					<BonusType>BONUS_COW</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>2</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_HORSE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>2</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_PIG</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>3</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_SHEEP</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>2</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
			</BonusTypeStructs>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_CAMP</Type>
			<Description>TXT_KEY_IMPROVEMENT_CAMP</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_CAMP_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_CAMP</ArtDefineTag>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<iAdvancedStartCost>24</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>5</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>5</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids/>
			<BonusTypeStructs>
				<BonusTypeStruct>
					<BonusType>BONUS_DEER</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>2</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_FUR</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>3</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_IVORY</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
			</BonusTypeStructs>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_WELL</Type>
			<Description>TXT_KEY_IMPROVEMENT_WELL</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_WELL_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_WELL</ArtDefineTag>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<iAdvancedStartCost>60</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>10</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>10</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids/>
			<BonusTypeStructs>
				<BonusTypeStruct>
					<BonusType>BONUS_OIL</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>2</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
			</BonusTypeStructs>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_OFFSHORE_PLATFORM</Type>
			<Description>TXT_KEY_IMPROVEMENT_OFFSHORE_PLATFORM</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_OFFSHORE_PLATFORM_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_OFFSHORE_PLATFORM</ArtDefineTag>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>1</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<iAdvancedStartCost>30</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>10</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>10</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids/>
			<BonusTypeStructs>
				<BonusTypeStruct>
					<BonusType>BONUS_OIL</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>2</iYieldChange>
						<iYieldChange>1</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
			</BonusTypeStructs>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_WINERY</Type>
			<Description>TXT_KEY_IMPROVEMENT_WINERY</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_WINERY_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_WINERY</ArtDefineTag>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>30</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>5</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>10</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids/>
			<BonusTypeStructs>
				<BonusTypeStruct>
					<BonusType>BONUS_WINE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>2</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
			</BonusTypeStructs>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_COTTAGE</Type>
			<Description>TXT_KEY_IMPROVEMENT_COTTAGE</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_COTTAGE_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_COTTAGE</ArtDefineTag>
			<PrereqNatureYields>
				<iYield>1</iYield>
				<iYield>0</iYield>
				<iYield>0</iYield>
			</PrereqNatureYields>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</iYieldChange>
			</YieldChanges>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>1</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>24</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>10</iUpgradeTime>
			<iAirBombDefense>5</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>10</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids/>
			<ImprovementPillage/>
			<ImprovementUpgrade>IMPROVEMENT_HAMLET</ImprovementUpgrade>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_HAMLET</Type>
			<Description>TXT_KEY_IMPROVEMENT_HAMLET</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_HAMLET_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_HAMLET</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>2</iYieldChange>
			</YieldChanges>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>20</iUpgradeTime>
			<iAirBombDefense>5</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>15</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids/>
			<ImprovementPillage>IMPROVEMENT_COTTAGE</ImprovementPillage>
			<ImprovementUpgrade>IMPROVEMENT_VILLAGE</ImprovementUpgrade>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_VILLAGE</Type>
			<Description>TXT_KEY_IMPROVEMENT_VILLAGE</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_VILLAGE_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_VILLAGE</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>3</iYieldChange>
			</YieldChanges>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>40</iUpgradeTime>
			<iAirBombDefense>5</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>20</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids/>
			<ImprovementPillage>IMPROVEMENT_HAMLET</ImprovementPillage>
			<ImprovementUpgrade>IMPROVEMENT_TOWN</ImprovementUpgrade>
			<TechYieldChanges>
				<TechYieldChange>
					<PrereqTech>TECH_PRINTING_PRESS</PrereqTech>
					<TechYields>
						<iYield>0</iYield>
						<iYield>0</iYield>
						<iYield>1</iYield>
					</TechYields>
				</TechYieldChange>
			</TechYieldChanges>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_TOWN</Type>
			<Description>TXT_KEY_IMPROVEMENT_TOWN</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_TOWN_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_TOWN</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>4</iYieldChange>
			</YieldChanges>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>5</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>25</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids/>
			<ImprovementPillage>IMPROVEMENT_VILLAGE</ImprovementPillage>
			<ImprovementUpgrade/>
			<TechYieldChanges>
				<TechYieldChange>
					<PrereqTech>TECH_PRINTING_PRESS</PrereqTech>
					<TechYields>
						<iYield>0</iYield>
						<iYield>0</iYield>
						<iYield>1</iYield>
					</TechYields>
				</TechYieldChange>
			</TechYieldChanges>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_FORT</Type>
			<Description>TXT_KEY_IMPROVEMENT_FORT</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_FORT_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_FORT</ArtDefineTag>
			<YieldChanges/>
			<bActsAsCity>1</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>0</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>120</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>0</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>50</iAirBombDefense>
			<iDefenseModifier>50</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>0</iPillageGold>
			<bOutsideBorders>1</bOutsideBorders>
			<TerrainMakesValids>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids/>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_FOREST_PRESERVE</Type>
			<Description>TXT_KEY_IMPROVEMENT_FOREST_PRESERVE</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_FOREST_PRESERVE_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_FOREST_PRESERVE</ArtDefineTag>
			<YieldChanges/>
			<RiverSideYieldChange>
				<iYield>0</iYield>
				<iYield>0</iYield>
				<iYield>1</iYield>
			</RiverSideYieldChange>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>0</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>0</bNoFreshWater>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiverSide>0</bRequiresRiverSide>
			<bRequiresIrrigation>0</bRequiresIrrigation>
			<bCarriesIrrigation>0</bCarriesIrrigation>
			<bRequiresFeature>1</bRequiresFeature>
			<bWater>0</bWater>
			<bGoody>0</bGoody>
			<bPermanent>0</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>48</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iTilesPerGoody>0</iTilesPerGoody>
			<iGoodyRange>0</iGoodyRange>
			<iFeatureGrowth>64</iFeatureGrowth>
			<iUpgradeTime>0</iUpgradeTime>
			<iAirBombDefense>20</iAirBombDefense>
			<iDefenseModifier>0</iDefenseModifier>
			<iHappiness>1</iHappiness>
			<iPillageGold>0</iPillageGold>
			<bOutsideBorders>0</bOutsideBorders>
			<TerrainMakesValids/>
			<FeatureMakesValids>
				<FeatureMakesValid>
					<FeatureType>FEATURE_FOREST</FeatureType>
					<bMakesValid>1</bMakesValid>
				</FeatureMakesValid>
				<FeatureMakesValid>
					<FeatureType>FEATURE_JUNGLE</FeatureType>
					<bMakesValid>1</bMakesValid>
				</FeatureMakesValid>
			</FeatureMakesValids>
			<ImprovementPillage/>
			<ImprovementUpgrade/>
			<TechYieldChanges/>
			<RouteYieldChanges/>
			<bGraphicalOnly>0</bGraphicalOnly>
		</ImprovementInfo>
	</ImprovementInfos>
</Civ4ImprovementInfos>
