TERRAIN_FOREST	{		
	TilesetIndex	22	
	Icon	ICON_TERRAIN_FORESTS	
	InternalType:	Forest	
	CanDie		
	 		
	AddAdvance	ADVANCE_CONSERVATION	
	TransformAdd	{	
	Time	1	//from 4	
	Materials	500	
	}		
			
	RemoveAdvance	ADVANCE_TOOLMAKING	
	TransformRemove	{	
	Time	1	//from 2	
	Materials	250
	}		
			
	EnvBase	{	
	Score	54	
	Food	18	
	Shield	6	
	Gold	7	
	Defense	0.25	
	Movement	200	
	Freight	200	
	DeadFood	0	
	DeadShield	0	
	DeadGold	0	
	}		
			
	EnvCity	{	
	Score	0	
	Food	18	
	Shield	7	
	Gold	9	
	Movement	50	
	Freight	50	
	}		
			
	EnvRiver	{	
	Score	42	
	Food	7	
	Shield	7	
	Gold	9	
	Movement	50	
	Freight	50	
	}		
			
	Resources	TERRAIN_FOREST_GOOD_ONE	
	Resources	TERRAIN_FOREST_GOOD_TWO	
			
	MovementType:	Air	
	MovementType:	Land	
		 	
}			

TERRAIN_PLAINS	{		
	TilesetIndex	1	
	Icon	ICON_TERRAIN_PLAINS	
	InternalType:	Plains	
	CanDie		
	 		
	AddAdvance	ADVANCE_AGRICULTURE	
	TransformAdd	{	
	Time	1	// from 4	
	Materials	250	
	}		
			
	RemoveAdvance	ADVANCE_AGRICULTURE	
	TransformRemove	{	
	Time	1	// from 2		
	Materials	125	
	}		
			
	EnvBase	{	
	Score	78	
	Food	21	
	Shield	9	
	Gold	13	
	Defense	0	
	Movement	100	
	Freight	100	
	DeadFood	0	
	DeadShield	0	
	DeadGold	0	
	}		
			
	EnvCity	{	
	Score	0	
	Food	21	
	Shield	9	
	Gold	11	
	Movement	50	
	Freight	50	
	}		
			
	EnvRiver	{	
	Score	22	
	Food	7	
	Shield	2	
	Gold	4	
	Movement	50	
	Freight	50	
	}		
			
	Resources	TERRAIN_PLAINS_GOOD_ONE	
	Resources	TERRAIN_PLAINS_GOOD_TWO	
			
	MovementType:	Air	
	MovementType:	Land	
		 	
}			
			
TERRAIN_TUNDRA	{		
	TilesetIndex	2	
	Icon	ICON_TERRAIN_TUNDRA	
	InternalType:	Tundra	
	CanDie		
	 		
	AddAdvance	ADVANCE_ADVANCED_COMPOSITES	
	TransformAdd	{	
	Time	1	// from 6	
	Materials	1200	
	}		
			
	RemoveAdvance	ADVANCE_ADVANCED_COMPOSITES	
	TransformRemove	{	
	Time	1	// from 3	
	Materials	600	
	}		
			
	EnvBase	{	
	Score	42	
	Food	9	
	Shield	6	
	Gold	10	
	Defense	0	
	Movement	200	
	Freight	100	
	DeadFood	0	
	DeadShield	0	
	DeadGold	0	
	}		
			
	EnvCity	{	
	Score	0	
	Food	9	
	Shield	6	
	Gold	8	
	Movement	50	
	Freight	50	
	}		
			
	EnvRiver	{	
	Score	24	
	Food	4	
	Shield	4	
	Gold	6	
	Movement	50	
	Freight	50	
	}		
			
	Resources	TERRAIN_TUNDRA_GOOD_ONE	
		 	
			
	MovementType:	Air	
	MovementType:	Land	
		 	
}			
			
TERRAIN_GLACIER	{		
	TilesetIndex	3	
	Icon	ICON_TERRAIN_GLACIERS	
	InternalType:	Glacier	
	 		
	 		
	AddAdvance	ADVANCE_GAIA_THEORY	
	TransformAdd	{	
	Time	1	// from 12	
	Materials	8000	
	}		
			
	RemoveAdvance	ADVANCE_GAIA_THEORY	
	TransformRemove	{	
	Time	1	// from 8	
	Materials	2000	
	}		
			
	EnvBase	{	
	Score	0	
	Food	0	
	Shield	0	
	Gold	0	
	Defense	0	
	Movement	300	
	Freight	500	
	DeadFood	0	
	DeadShield	0	
	DeadGold	0	
	}		
			
	EnvCity	{	
	Score	0	
	Food	2	
	Shield	0	
	Gold	0	
	Movement	50	
	Freight	50	
	}		
			
	EnvRiver	{	
	Score	4	
	Food	2	
	Shield	0	
	Gold	0	
	Movement	50	
	Freight	50	
	}		
			
	MovementType:	Air	
	MovementType:	Land	
		 	
}			
			
TERRAIN_GRASSLAND	{		
	TilesetIndex	4	
	Icon	ICON_TERRAIN_GRASSLANDS	
	InternalType:	Grassland	
	CanDie		
	 		
	AddAdvance	ADVANCE_AGRICULTURE	
	TransformAdd	{	
	Time	1	// from 6	
	Materials	350
	}		
			
	RemoveAdvance	ADVANCE_AGRICULTURE	
	TransformRemove	{	
	Time	1	// from 3	
	Materials	175	
	}		
			
	EnvBase	{	
	Score	84	
	Food	24	
	Shield	12	
	Gold	10	
	Defense	0	
	Movement	100	
	Freight	100	
	DeadFood	0	
	DeadShield	0	
	DeadGold	0	
	}		
			
	EnvCity	{	
	Score	0	
	Food	24	
	Shield	12	
	Gold	8	
	Movement	50	
	Freight	50	
	}		
			
	EnvRiver	{	
	Score	22	
	Food	7	
	Shield	2	
	Gold	4	
	Movement	50	
	Freight	50	
	}		
			
	Resources	TERRAIN_GRASSLAND_GOOD_TWO	
	Resources	TERRAIN_GRASSLAND_GOOD_ONE	
			
	MovementType:	Air	
	MovementType:	Land	
		 	
}			
			
TERRAIN_DESERT	{		
	TilesetIndex	5	
	Icon	ICON_TERRAIN_DESERTS	
	InternalType:	Desert	
	CanDie		
	 		
	AddAdvance	ADVANCE_AGRICULTURAL_REVOLUTION	
	TransformAdd	{	
	Time	1	// from 6	
	Materials	1200	
	}		
			
	RemoveAdvance	ADVANCE_CONSERVATION	
	TransformRemove	{	
	Time	1	// from 3	
	Materials	2400	
	}		
			
	EnvBase	{	
	Score	40	
	Food	8	
	Shield	6	
	Gold	10	
	Defense	0	
	Movement	200	
	Freight	100	
	DeadFood	0	
	DeadShield	0	
	DeadGold	0	
	}		
			
	EnvCity	{	
	Score	0	
	Food	12	
	Shield	6	
	Gold	8	
	Movement	50	
	Freight	50	
	}		
			
	EnvRiver	{	
	Score	40	
	Food	12	
	Shield	4	
	Gold	6	
	Movement	50	
	Freight	50	
	}		
			
	Resources	TERRAIN_DESERT_GOOD_ONE	
	Resources	TERRAIN_DESERT_GOOD_TWO	
			
	MovementType:	Air	
	MovementType:	Land	
		 	
}			
			
TERRAIN_SWAMP	{		
	TilesetIndex	6	
	Icon	ICON_TERRAIN_SWAMPS	
	InternalType:	Swamp	
	CanDie		
	 		
	AddAdvance	ADVANCE_INDUSTRIAL_REVOLUTION	
	TransformAdd	{	
	Time	1	// from 3	
	Materials	500	
	}		
			
	RemoveAdvance	ADVANCE_AGRICULTURAL_REVOLUTION	
	TransformRemove	{	
	Time	1	// from 6	
	Materials	250	
	}		
			
	EnvBase	{	
	Score	36	
	Food	12	
	Shield	3	
	Gold	7	
	Defense	0.25	
	Movement	300	
	Freight	300	
	DeadFood	0	
	DeadShield	0	
	DeadGold	0	
	}		
			
	EnvCity	{	
	Score	0	
	Food	12	
	Shield	7	
	Gold	5	
	Movement	50	
	Freight	50	
	}		
			
	EnvRiver	{	
	Score	22	
	Food	2	
	Shield	7	
	Gold	4	
	Movement	50	
	Freight	50	
	}		
			
	Resources	TERRAIN_SWAMP_GOOD_ONE	
			
	MovementType:	Air	
	MovementType:	Mountain
		 	
}			
			
TERRAIN_JUNGLE	{		
	TilesetIndex	7	
	Icon	ICON_TERRAIN_JUNGLES	
	InternalType:	Jungle	
	CanDie		
	 		
	AddAdvance	ADVANCE_CONSERVATION
	TransformAdd	{	
	Time	1	// from 4	
	Materials	1500	
	}		
			
	RemoveAdvance	ADVANCE_TOOLMAKING	
	TransformRemove	{	
	Time	1	// from 2	
	Materials	750	
	}		
			
	EnvBase	{	
	Score	54	
	Food	15	
	Shield	6	
	Gold	10	
	Defense	0.25	
	Movement	300	
	Freight	600	
	DeadFood	0	
	DeadShield	0	
	DeadGold	0	
	}		
			
	EnvCity	{	
	Score	0	
	Food	15	
	Shield	7	
	Gold	9	
	Movement	50	
	Freight	50	
	}		
			
	EnvRiver	{	
	Score	32	
	Food	2	
	Shield	7	
	Gold	9	
	Movement	50	
	Freight	50	
	}		
			
	Resources	TERRAIN_JUNGLE_GOOD_TWO	
	Resources	TERRAIN_JUNGLE_GOOD_ONE	
			
	MovementType:	Air	
	MovementType:	Land	
		 	
}			
			
TERRAIN_MOUNTAIN	{		
	TilesetIndex	8	
	Icon	ICON_TERRAIN_MOUNTAIN	
	InternalType:	Mountain	
	 		
	 		
	AddAdvance	ADVANCE_FUSION	
	TransformAdd	{	
	Time	1	// from 17	
	Materials	16000	
	}		
			
	RemoveAdvance	ADVANCE_NANO_MACHINES	
	TransformRemove	{	
	Time	1	// from 12	
	Materials	8000	
	}		
			
	EnvBase	{	
	Score	54	
	Food	12	
	Shield	9	
	Gold	10	
	Defense	1	
	Movement	400	
	Freight	600	
	DeadFood	0	
	DeadShield	0	
	DeadGold	0	
	}		
			
	EnvCity	{	
	Score	0	
	Food	12	
	Shield	12	
	Gold	8	
	Movement	50	
	Freight	50	
	}		
			
	EnvRiver	{	
	Score	42	
	Food	7	
	Shield	12	
	Gold	4	
	Movement	50	
	Freight	50	
	}		
			
	Resources	TERRAIN_MOUNTAIN_GOOD_ONE	
	Resources	TERRAIN_MOUNTAIN_GOOD_TWO	
			
	MovementType:	Air	
	MovementType:	Mountain	
		 	
}			
			
TERRAIN_HILL	{		
	TilesetIndex	9	
	Icon	ICON_TERRAIN_HILLS	
	InternalType:	Hill	
	CanDie		
	 		
	AddAdvance	ADVANCE_FUSION	
	TransformAdd	{	
	Time	1	// from 7	
	Materials	1500	
	}		
			
	RemoveAdvance	ADVANCE_NANO_MACHINES	
	TransformRemove	{	
	Time	1	// from 12	
	Materials	3000	
	}		
			
	EnvBase	{	
	Score	42	
	Food	12	
	Shield	6	
	Gold	7	
	Defense	0.5	
	Movement	200	
	Freight	200	
	DeadFood	0	
	DeadShield	0	
	DeadGold	0	
	}		
			
	EnvCity	{	
	Score	0	
	Food	12	
	Shield	7	
	Gold	5	
	Movement	50	
	Freight	50	
	}		
			
	EnvRiver	{	
	Score	32	
	Food	7	
	Shield	7	
	Gold	4	
	Movement	50	
	Freight	50	
	}		
			
	Resources	TERRAIN_HILL_GOOD_TWO	
	Resources	TERRAIN_HILL_GOOD_ONE	
			
	MovementType:	Air	
	MovementType:	Land	
		 	
}			
			
TERRAIN_WATER_SHALLOW	{		
	TilesetIndex	10	
	Icon	ICON_TERRAIN_SHALLOW_WATER	
	InternalType:	WaterShallow
	
	EnvBase	{	
	Score	52	
	Food	17	
	Shield	7	
	Gold	11	
	Defense	0	
	Movement	100	
	Freight	133	
	DeadFood	0	
	DeadShield	0	
	DeadGold	0	
	}		
			
	EnvCity	{	
	Score	0	
	Food	17	
	Shield	7	
	Gold	9	
	Movement	100	
	Freight	33	
	}		
			
	EnvRiver	{	
	Score	0	
	Food	0	
	Shield	0	
	Gold	0	
	Movement	100	
	Freight	33	
	}		
			
	Resources	TERRAIN_WATER_SHALLOW_GOOD_TWO	
	Resources	TERRAIN_WATER_SHALLOW_GOOD_ONE	
			
	MovementType:	Air	
	MovementType:	Sea	
	MovementType:	ShallowWater	
}			
			
TERRAIN_WATER_DEEP	{		
	TilesetIndex	11	
	Icon	ICON_TERRAIN_DEEP_WATER	
	InternalType:	WaterDeep
	
	EnvBase	{	
	Score	62	
	Food	12	
	Shield	0	
	Gold	8	
	Defense	0	
	Movement	100	
	Freight	133	
	DeadFood	0	
	DeadShield	0	
	DeadGold	0	
	}		
			
	EnvCity	{	
	Score	0	
	Food	12	
	Shield	12	
	Gold	17	
	Movement	100	
	Freight	33	
	}		
			
	EnvRiver	{	
	Score	0	
	Food	0	
	Shield	0	
	Gold	0	
	Movement	100	
	Freight	33	
	}		
			
	Resources	TERRAIN_WATER_DEEP_GOOD_TWO	
	Resources	TERRAIN_WATER_DEEP_GOOD_ONE	
			
	MovementType:	Air	
	MovementType:	Sea	
		 	
}			
			
TERRAIN_WATER_VOLCANO	{		
	TilesetIndex	12	
	Icon	ICON_TERRAIN_VOLCANO	
	InternalType:	WaterVolcano	

	EnvBase	{	
	Score	60	
	Food	12	
	Shield	21	
	Gold	13	
	Defense	0	
	Movement	100	
	Freight	133	
	DeadFood	0	
	DeadShield	0	
	DeadGold	0	
	}		
			
	EnvCity	{	
	Score	0	
	Food	12	
	Shield	12	
	Gold	14	
	Movement	100	
	Freight	33	
	}		
			
	EnvRiver	{	
	Score	0	
	Food	0	
	Shield	0	
	Gold	0	
	Movement	100	
	Freight	33	
	}		
			
	Resources	TERRAIN_ARCTIC_MOUNTAIN_GOOD_ONE	
	Resources	TERRAIN_ARCTIC_MOUNTAIN_GOOD_TWO	
			
	MovementType:	Air	
	MovementType:	Sea	
		 	
}			
			
TERRAIN_WATER_BEACH	{		
	TilesetIndex	13	
	Icon	ICON_TERRAIN_BEACH	
	InternalType:	WaterBeach
	
	EnvBase	{	
	Score	44	
	Food	12	
	Shield	5	
	Gold	9	
	Defense	0	
	Movement	100	
	Freight	133	
	DeadFood	0	
	DeadShield	0	
	DeadGold	0	
	}		
			
	EnvCity	{	
	Score	0	
	Food	12	
	Shield	5	
	Gold	7	
	Movement	100	
	Freight	33	
	}		
			
	EnvRiver	{	
	Score	44	
	Food	12	
	Shield	5	
	Gold	7	
	Movement	100	
	Freight	33	
	}		
			
	MovementType:	Air	
	MovementType:	Sea	
	MovementType:	ShallowWater	
}			
			
TERRAIN_WATER_SHELF	{		
	TilesetIndex	14	
	Icon	ICON_TERRAIN_CONTINENTAL_SHELF	
	InternalType:	WaterShelf
	
	EnvBase	{	
	Score	70	
	Food	12	
	Shield	7	
	Gold	14	
	Defense	0	
	Movement	100	
	Freight	133	
	DeadFood	0	
	DeadShield	0	
	DeadGold	0	
	}		
			
	EnvCity	{	
	Score	0	
	Food	12	
	Shield	12	
	Gold	13	
	Movement	100	
	Freight	33	
	}		
			
	EnvRiver	{	
	Score	0	
	Food	0	
	Shield	0	
	Gold	0	
	Movement	100	
	Freight	33	
	}		
	MovementType:	Air	
	MovementType:	Sea	
		 	
}			
			
TERRAIN_WATER_TRENCH	{		
	TilesetIndex	15	
	Icon	ICON_TERRAIN_TRENCH	
	InternalType:	WaterTrench
	
	EnvBase	{	
	Score	70	
	Food	7	
	Shield	12	
	Gold	13	
	Defense	0	
	Movement	100	
	Freight	133	
	DeadFood	0	
	DeadShield	0	
	DeadGold	0	
	}		
			
	EnvCity	{	
	Score	0	
	Food	12	
	Shield	12	
	Gold	14	
	Movement	100	
	Freight	33	
	}		
			
	EnvRiver	{	
	Score	0	
	Food	0	
	Shield	0	
	Gold	0	
	Movement	100	
	Freight	33	
	}		
			
	Resources	TERRAIN_WATER_DEEP_GOOD_TWO	
	Resources	TERRAIN_WATER_DEEP_GOOD_ONE	
			
	MovementType:	Air	
	MovementType:	Sea	
		 	
}			
			
TERRAIN_WATER_RIFT	{		
	TilesetIndex	16	
	Icon	ICON_TERRAIN_RIFT	
	InternalType:	WaterRift
	
	EnvBase	{	
	Score	90	
	Food	7	
	Shield	21	
	Gold	8	
	Defense	0	
	Movement	100	
	Freight	133	
	DeadFood	0	
	DeadShield	0	
	DeadGold	0	
	}		
			
	EnvCity	{	
	Score	0	
	Food	12	
	Shield	12	
	Gold	14	
	Movement	100	
	Freight	33	
	}		
			
	EnvRiver	{	
	Score	0	
	Food	0	
	Shield	0	
	Gold	0	
	Movement	100	
	Freight	33	
	}		
			
	Resources	TERRAIN_WATER_DEEP_GOOD_TWO	
	Resources	TERRAIN_WATER_DEEP_GOOD_ONE	
			
	MovementType:	Air	
	MovementType:	Sea	
		 	
}			
			
TERRAIN_DEAD	{		
	TilesetIndex	17	
	Icon	ICON_TERRAIN_DEAD	
	InternalType:	Dead	
	RemoveAdvance	ADVANCE_CONSERVATION
	
	TransformRemove	{	
	Time	5	
	Materials	500	
	}		
			
	EnvBase	{	
	Score	0	
	Food	0	
	Shield	0	
	Gold	0	
	Defense	0	
	Movement	200	
	Freight	100	
	DeadFood	0	
	DeadShield	0	
	DeadGold	0	
	}		
			
	EnvCity	{	
	Score	0	
	Food	0	
	Shield	0	
	Gold	0	
	Movement	200	
	Freight	200	
	}		
			
	EnvRiver	{	
	Score	0	
	Food	0	
	Shield	0	
	Gold	0	
	Movement	100	
	Freight	100	
	}		
	MovementType:	Air	
	MovementType:	Land	
		 	
}			
			
TERRAIN_BROWN_HILL	{		
	TilesetIndex	18	
	Icon	ICON_TERRAIN_BHILLS	
	InternalType:	BrownHill	
	CanDie		
	 		
	AddAdvance	ADVANCE_FUSION	
	TransformAdd	{	
	Time	1	// from 7	
	Materials	1500	
	}		
			
	RemoveAdvance	ADVANCE_INDUSTRIAL_REVOLUTION	
	TransformRemove	{	
	Time	1	// from 12	
	Materials	3000	
	}		
			
	EnvBase	{	
	Score	22	
	Food	5	
	Shield	3	
	Gold	7	
	Defense	0.5	
	Movement	300	
	Freight	200	
	DeadFood	0	
	DeadShield	0	
	DeadGold	0	
	}		
			
	EnvCity	{	
	Score	0	
	Food	9	
	Shield	3	
	Gold	5	
	Movement	50	
	Freight	50	
	}		
			
	EnvRiver	{	
	Score	26	
	Food	9	
	Shield	2	
	Gold	4	
	Movement	50	
	Freight	50	
	}		
			
	Resources	TERRAIN_DESERT_GOOD_ONE	
	Resources	TERRAIN_DESERT_GOOD_TWO	
			
	MovementType:	Air	
	MovementType:	Land	
		 	
}			
			
TERRAIN_BROWN_MOUNTAIN	{		
	TilesetIndex	19	
	Icon	ICON_TERRAIN_BMOUNTAIN	
	InternalType:	BrownMountain	
	 		
	 		
	AddAdvance	ADVANCE_NANO_MACHINES
	TransformAdd	{	
	Time	1	// from 17	
	Materials	16000	
	}		
			
	RemoveAdvance	ADVANCE_NANO_MACHINES
	TransformRemove	{	
	Time	1	// from 12	
	Materials	8000	
	}		
			
	EnvBase	{	
	Score	14	
	Food	3	
	Shield	2	
	Gold	6	
	Defense	1	
	Movement	400	
	Freight	600	
	DeadFood	0	
	DeadShield	0	
	DeadGold	0	
	}		
			
	EnvCity	{	
	Score	0	
	Food	6	
	Shield	2	
	Gold	4	
	Movement	50	
	Freight	50	
	}		
			
	EnvRiver	{	
	Score	16	
	Food	6	
	Shield	1	
	Gold	3	
	Movement	50	
	Freight	50	
	}		
			
	Resources	TERRAIN_MOUNTAIN_GOOD_ONE	
	Resources	TERRAIN_MOUNTAIN_GOOD_TWO	
			
	MovementType:	Air	
	MovementType:	Mountain	
		 	
}			
			
TERRAIN_WHITE_HILL	{		
	TilesetIndex	20	
	Icon	ICON_TERRAIN_WHILLS	
	InternalType:	WhiteHill	
	CanDie		
	 		
	AddAdvance	ADVANCE_FUSION	
	TransformAdd	{	
	Time	1	// from 12	
	Materials	3000	
	}		
			
	RemoveAdvance	ADVANCE_FUSION	
	TransformRemove	{	
	Time	1	// from 17	
	Materials	6000	
	}		
			
	EnvBase	{	
	Score	28	
	Food	6	
	Shield	4	
	Gold	8	
	Defense	0.5	
	Movement	300	
	Freight	200	
	DeadFood	0	
	DeadShield	0	
	DeadGold	0	
	}		
			
	EnvCity	{	
	Score	0	
	Food	6	
	Shield	4	
	Gold	6	
	Movement	50	
	Freight	50	
	}		
			
	EnvRiver	{	
	Score	20	
	Food	6	
	Shield	2	
	Gold	4	
	Movement	50	
	Freight	50	
	}
	Resources	TERRAIN_ARCTIC_MOUNTAIN_GOOD_TWO

	MovementType:	Air	
	MovementType:	Land	
		 	
}			
			
TERRAIN_WHITE_MOUNTAIN	{		
	TilesetIndex	21	
	Icon	ICON_TERRAIN_WMOUNTAIN	
	InternalType:	WhiteMountain	
	 		
	 		
	AddAdvance	ADVANCE_FUSION	
	TransformAdd	{	
	Time	1	// from 17	
	Materials	16000	
	}		
			
	RemoveAdvance	ADVANCE_NANO_MACHINES	
	TransformRemove	{	
	Time	1	// from 12	
	Materials	8000	
	}		
			
	EnvBase	{	
	Score	14	
	Food	3	
	Shield	2	
	Gold	6	
	Defense	1	
	Movement	400	
	Freight	600	
	DeadFood	0	
	DeadShield	0	
	DeadGold	0	
	}		
			
	EnvCity	{	
	Score	0	
	Food	6	
	Shield	2	
	Gold	4	
	Movement	50	
	Freight	50	
	}		
			
	EnvRiver	{	
	Score	16	
	Food	6	
	Shield	1	
	Gold	3	
	Movement	50	
	Freight	50	
	}		
			
	Resources	TERRAIN_ARCTIC_MOUNTAIN_GOOD_ONE	
	Resources	TERRAIN_ARCTIC_MOUNTAIN_GOOD_TWO	
			
	MovementType:	Air	
	MovementType:	Mountain	
		 	
}			
			
TERRAIN_WATER_KELP {
   TilesetIndex 23
   Icon ICON_TERRAIN_KELP_BED
   InternalType: WaterKelp

   EnvBase {
      Score 82
      Food 27
      Shield 2
      Gold 6
      Defense 0
      Movement 100
      Freight 133
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvCity {
      Score 0
      Food 7
      Shield 1
      Gold 3
   }

   Resources TERRAIN_WATER_SHALLOW_GOOD_ONE

   MovementType: Air
   MovementType: Sea
   MovementType: ShallowWater
}

############################################################

TERRAIN_WATER_REEF {
   TilesetIndex 24
   Icon ICON_TERRAIN_CORAL_REEF
   InternalType: WaterReef

   EnvBase {
      Score 62
      Food 22
      Shield 7
      Gold 13
      Defense 0
      Movement 100
      Freight 133
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvCity {
      Score 0
      Food 6
      Shield 2
      Gold 4
   }

   Resources TERRAIN_WATER_SHALLOW_GOOD_TWO

   MovementType: Air
   MovementType: Sea
   MovementType: ShallowWater
}

############################################################

TERRAIN_SPECIAL1 {
   TilesetIndex 25
   Icon ICON_TERRAIN_GRASSLANDS
   InternalType: Special
   CanDie

   EnvBase {
      Score 74
      Food 24
      Shield 12
      Gold 10
      Defense 0
      Movement 100
      Freight 100
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvCity {
      Score 0
      Food 24
      Shield 12
      Gold 8
      Movement 50
      Freight 50
   }

   EnvRiver {
      Score 7
      Food 2
      Shield 2
      Gold 4
      Movement 50
      Freight 50
   }

   Resources TERRAIN_GRASSLAND_GOOD_TWO
   Resources TERRAIN_GRASSLAND_GOOD_ONE

   MovementType: Air
   MovementType: Land
}

############################################################

TERRAIN_SPECIAL2 {
   TilesetIndex 26
   Icon ICON_TERRAIN_DESERTS
   InternalType: Special
   CanDie

   EnvBase {
      Score 40
      Food 8
      Shield 6
      Gold 11
      Defense 0
      Movement 200
      Freight 100
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvCity {
      Score 0
      Food 12
      Shield 6
      Gold 7
      Movement 50
      Freight 50
   }

   EnvRiver {
      Score 40
      Food 12
      Shield 4
      Gold 6
      Movement 50
      Freight 50
   }

   Resources TERRAIN_DESERT_GOOD_ONE
   Resources TERRAIN_DESERT_GOOD_TWO

   MovementType: Air
   MovementType: Land
}

############################################################
