TERRAIN_FOREST	{		
	TilesetIndex	22	
	Icon	ICON_TERRAIN_FORESTS	
	InternalType:	Forest	
	CanDie		
	 		
	AddAdvance	ADVANCE_START_WAW	
	TransformAdd	{	
	Time	2	
	Materials	200	
	}		
			
	RemoveAdvance	ADVANCE_START_WAW	
	TransformRemove	{	
	Time	3	
	Materials	200	
	}		
			
	EnvBase	{	
	Score	70	
	Food	5	
	Shield	15	
	Gold	5	
	Defense	0.25	
	Movement	200	
	Freight	200	
	DeadFood	0	
	DeadShield	0	
	DeadGold	0	
	}		
			
	EnvCity	{	
	Score	0	
	Food	10	
	Shield	15	
	Gold	15	
	Movement	50	
	Freight	50	
	}		
			
	EnvRiver	{	
	Score	30	
	Food	5	
	Shield	0	
	Gold	5	
	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_START_WAW	
	TransformAdd	{	
	Time	5	
	Materials	200	
	}		
			
	RemoveAdvance	ADVANCE_START_WAW	
	TransformRemove	{	
	Time	1	
	Materials	50	
	}		
			
	EnvBase	{	
	Score	70	
	Food	10	
	Shield	10	
	Gold	5	
	Defense	0	
	Movement	100	
	Freight	100	
	DeadFood	0	
	DeadShield	0	
	DeadGold	0	
	}		
			
	EnvCity	{	
	Score	0	
	Food	10	
	Shield	15	
	Gold	15	
	Movement	50	
	Freight	50	
	}		
			
	EnvRiver	{	
	Score	30	
	Food	5	
	Shield	0	
	Gold	5	
	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	3	
	Materials	1600	
	}		
			
	RemoveAdvance	ADVANCE_ADVANCED_COMPOSITES	
	TransformRemove	{	
	Time	5	
	Materials	400	
	}		
			
	EnvBase	{	
	Score	0	
	Food	5	
	Shield	5	
	Gold	0	
	Defense	0	
	Movement	200	
	Freight	100	
	DeadFood	0	
	DeadShield	0	
	DeadGold	0	
	}		
			
	EnvCity	{	
	Score	0	
	Food	10	
	Shield	15	
	Gold	15	
	Movement	50	
	Freight	50	
	}		
			
	EnvRiver	{	
	Score	30	
	Food	5	
	Shield	0	
	Gold	5	
	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	5	
	Materials	4000	
	}		
			
	RemoveAdvance	ADVANCE_GAIA_THEORY	
	TransformRemove	{	
	Time	10	
	Materials	1000	
	}		
			
	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	10	
	Shield	15	
	Gold	15	
	Movement	50	
	Freight	50	
	}		
			
	EnvRiver	{	
	Score	30	
	Food	5	
	Shield	0	
	Gold	5	
	Movement	50	
	Freight	50	
	}		
			
			
	MovementType:	Air	
	MovementType:	Land	
		 	
}			
			
TERRAIN_GRASSLAND	{		
	TilesetIndex	4	
	Icon	ICON_TERRAIN_GRASSLANDS	
	InternalType:	Grassland	
	CanDie		
	 		
	AddAdvance	ADVANCE_START_WAW	
	TransformAdd	{	
	Time	5	
	Materials	400	
	}		
			
	RemoveAdvance	ADVANCE_START_WAW	
	TransformRemove	{	
	Time	1	
	Materials	20	
	}		
			
	EnvBase	{	
	Score	70	
	Food	15	
	Shield	5	
	Gold	5	
	Defense	0	
	Movement	100	
	Freight	100	
	DeadFood	0	
	DeadShield	0	
	DeadGold	0	
	}		
			
	EnvCity	{	
	Score	0	
	Food	10	
	Shield	15	
	Gold	15	
	Movement	50	
	Freight	50	
	}		
			
	EnvRiver	{	
	Score	30	
	Food	5	
	Shield	0	
	Gold	5	
	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_CONSERVATION	
	TransformAdd	{	
	Time	1	
	Materials	1600	
	}		
			
	RemoveAdvance	ADVANCE_CONSERVATION	
	TransformRemove	{	
	Time	7	
	Materials	800	
	}		
			
	EnvBase	{	
	Score	40	
	Food	0	
	Shield	10	
	Gold	5	
	Defense	0	
	Movement	200	
	Freight	100	
	DeadFood	0	
	DeadShield	0	
	DeadGold	0	
	}		
			
	EnvCity	{	
	Score	0	
	Food	10	
	Shield	15	
	Gold	15	
	Movement	50	
	Freight	50	
	}		
			
	EnvRiver	{	
	Score	30	
	Food	5	
	Shield	0	
	Gold	5	
	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_START_WAW	
	TransformAdd	{	
	Time	2	
	Materials	1600	
	}		
			
	RemoveAdvance	ADVANCE_START_WAW	
	TransformRemove	{	
	Time	5	
	Materials	800	
	}		
			
	EnvBase	{	
	Score	40	
	Food	5	
	Shield	5	
	Gold	5	
	Defense	0.25	
	Movement	300	
	Freight	300	
	DeadFood	0	
	DeadShield	0	
	DeadGold	0	
	}		
			
	EnvCity	{	
	Score	0	
	Food	10	
	Shield	15	
	Gold	15	
	Movement	50	
	Freight	50	
	}		
			
	EnvRiver	{	
	Score	30	
	Food	5	
	Shield	0	
	Gold	5	
	Movement	50	
	Freight	50	
	}		
			
	Resources	TERRAIN_SWAMP_GOOD_ONE	
			
	MovementType:	Air	
	MovementType:	Land	
		 	
}			
			
TERRAIN_JUNGLE	{		
	TilesetIndex	7	
	Icon	ICON_TERRAIN_JUNGLES	
	InternalType:	Jungle	
	CanDie		
	 		
	AddAdvance	ADVANCE_START_WAW	
	TransformAdd	{	
	Time	2	
	Materials	1600	
	}		
			
	RemoveAdvance	ADVANCE_START_WAW	
	TransformRemove	{	
	Time	3	
	Materials	400	
	}		
			
	EnvBase	{	
	Score	70	
	Food	10	
	Shield	10	
	Gold	5	
	Defense	0.25	
	Movement	300	
	Freight	600	
	DeadFood	0	
	DeadShield	0	
	DeadGold	0	
	}		
			
	EnvCity	{	
	Score	0	
	Food	10	
	Shield	15	
	Gold	15	
	Movement	50	
	Freight	50	
	}		
			
	EnvRiver	{	
	Score	30	
	Food	5	
	Shield	0	
	Gold	5	
	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	10	
	Materials	8000	
	}		
			
	RemoveAdvance	ADVANCE_FUSION	
	TransformRemove	{	
	Time	10	
	Materials	2000	
	}		
			
	EnvBase	{	
	Score	60	
	Food	0	
	Shield	15	
	Gold	5	
	Defense	1	
	Movement	400	
	Freight	600	
	DeadFood	0	
	DeadShield	0	
	DeadGold	0	
	}		
			
	EnvCity	{	
	Score	0	
	Food	10	
	Shield	15	
	Gold	15	
	Movement	50	
	Freight	50	
	}		
			
	EnvRiver	{	
	Score	30	
	Food	5	
	Shield	0	
	Gold	5	
	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_START_WAW	
	TransformAdd	{	
	Time	10	
	Materials	1600	
	}		
			
	RemoveAdvance	ADVANCE_START_WAW	
	TransformRemove	{	
	Time	10	
	Materials	1000	
	}		
			
	EnvBase	{	
	Score	70	
	Food	5	
	Shield	10	
	Gold	5	
	Defense	0.5	
	Movement	200	
	Freight	200	
	DeadFood	0	
	DeadShield	0	
	DeadGold	0	
	}		
			
	EnvCity	{	
	Score	0	
	Food	10	
	Shield	15	
	Gold	15	
	Movement	50	
	Freight	50	
	}		
			
	EnvRiver	{	
	Score	30	
	Food	5	
	Shield	0	
	Gold	5	
	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	50	
	Food	10	
	Shield	0	
	Gold	10	
	Defense	0	
	Movement	100	
	Freight	133	
	DeadFood	0	
	DeadShield	0	
	DeadGold	0	
	}		
			
	EnvCity	{	
	Score	0	
	Food	10	
	Shield	15	
	Gold	15	
	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	50	
	Food	10	
	Shield	0	
	Gold	10	
	Defense	0	
	Movement	100	
	Freight	133	
	DeadFood	0	
	DeadShield	0	
	DeadGold	0	
	}		
			
	EnvCity	{	
	Score	0	
	Food	10	
	Shield	15	
	Gold	15	
	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	10	
	Shield	20	
	Gold	10	
	Defense	0	
	Movement	100	
	Freight	133	
	DeadFood	0	
	DeadShield	0	
	DeadGold	0	
	}		
			
	EnvCity	{	
	Score	0	
	Food	10	
	Shield	15	
	Gold	15	
	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	50	
	Food	10	
	Shield	0	
	Gold	10	
	Defense	0	
	Movement	100	
	Freight	133	
	DeadFood	0	
	DeadShield	0	
	DeadGold	0	
	}		
			
	EnvCity	{	
	Score	70	
	Food	5	
	Shield	0	
	Gold	0	
	Movement	100	
	Freight	33	
	}		
			
	EnvRiver	{	
	Score	0	
	Food	5	
	Shield	0	
	Gold	5	
	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	10	
	Shield	5	
	Gold	10	
	Defense	0	
	Movement	100	
	Freight	133	
	DeadFood	0	
	DeadShield	0	
	DeadGold	0	
	}		
			
	EnvCity	{	
	Score	0	
	Food	10	
	Shield	15	
	Gold	15	
	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	5	
	Shield	10	
	Gold	10	
	Defense	0	
	Movement	100	
	Freight	133	
	DeadFood	0	
	DeadShield	0	
	DeadGold	0	
	}		
			
	EnvCity	{	
	Score	0	
	Food	10	
	Shield	15	
	Gold	15	
	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	5	
	Shield	20	
	Gold	5	
	Defense	0	
	Movement	100	
	Freight	133	
	DeadFood	0	
	DeadShield	0	
	DeadGold	0	
	}		
			
	EnvCity	{	
	Score	0	
	Food	10	
	Shield	15	
	Gold	15	
	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_START_WAW	
	TransformAdd	{	
	Time	10	
	Materials	1600	
	}		
			
	RemoveAdvance	ADVANCE_START_WAW	
	TransformRemove	{	
	Time	10	
	Materials	1000	
	}		
			
	EnvBase	{	
	Score	50	
	Food	0	
	Shield	10	
	Gold	5	
	Defense	0.5	
	Movement	300	
	Freight	200	
	DeadFood	0	
	DeadShield	0	
	DeadGold	0	
	}		
			
	EnvCity	{	
	Score	0	
	Food	10	
	Shield	15	
	Gold	15	
	Movement	50	
	Freight	50	
	}		
			
	EnvRiver	{	
	Score	30	
	Food	5	
	Shield	0	
	Gold	5	
	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_FUSION	
	TransformAdd	{	
	Time	10	
	Materials	8000	
	}		
			
	RemoveAdvance	ADVANCE_FUSION	
	TransformRemove	{	
	Time	10	
	Materials	2000	
	}		
			
	EnvBase	{	
	Score	60	
	Food	0	
	Shield	15	
	Gold	5	
	Defense	1	
	Movement	400	
	Freight	600	
	DeadFood	0	
	DeadShield	0	
	DeadGold	0	
	}		
			
	EnvCity	{	
	Score	0	
	Food	10	
	Shield	15	
	Gold	15	
	Movement	50	
	Freight	50	
	}		
			
	EnvRiver	{	
	Score	30	
	Food	5	
	Shield	0	
	Gold	5	
	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_START_WAW	
	TransformAdd	{	
	Time	10	
	Materials	1600	
	}		
			
	RemoveAdvance	ADVANCE_START_WAW	
	TransformRemove	{	
	Time	10	
	Materials	1000	
	}		
			
	EnvBase	{	
	Score	50	
	Food	0	
	Shield	10	
	Gold	5	
	Defense	0.5	
	Movement	300	
	Freight	200	
	DeadFood	0	
	DeadShield	0	
	DeadGold	0	
	}		
			
	EnvCity	{	
	Score	0	
	Food	10	
	Shield	15	
	Gold	15	
	Movement	50	
	Freight	50	
	}		
			
	EnvRiver	{	
	Score	30	
	Food	5	
	Shield	0	
	Gold	5	
	Movement	50	
	Freight	50	
	}		
	MovementType:	Air	
	MovementType:	Land	
		 	
}			
			
TERRAIN_WHITE_MOUNTAIN	{		
	TilesetIndex	21	
	Icon	ICON_TERRAIN_WMOUNTAIN	
	InternalType:	WhiteMountain	
	 		
	 		
	AddAdvance	ADVANCE_FUSION	
	TransformAdd	{	
	Time	10	
	Materials	8000	
	}		
			
	RemoveAdvance	ADVANCE_FUSION	
	TransformRemove	{	
	Time	10	
	Materials	2000	
	}		
			
	EnvBase	{	
	Score	60	
	Food	0	
	Shield	15	
	Gold	5	
	Defense	1	
	Movement	400	
	Freight	600	
	DeadFood	0	
	DeadShield	0	
	DeadGold	0	
	}		
			
	EnvCity	{	
	Score	0	
	Food	10	
	Shield	15	
	Gold	15	
	Movement	50	
	Freight	50	
	}		
			
	EnvRiver	{	
	Score	30	
	Food	5	
	Shield	0	
	Gold	5	
	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 75
      Food 15
      Shield 0
      Gold 10
      Defense 0
      Movement 100
      Freight 133
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvCity {
      Food 10
      Shield 15
      Gold 15
   }

   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 75
      Food 10
      Shield 5
      Gold 10
      Defense 0
      Movement 100
      Freight 133
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvCity {
      Food 10
      Shield 15
      Gold 15
   }

   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 70
      Food 15
      Shield 5
      Gold 5
      Defense 0
      Movement 100
      Freight 100
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvCity {
      Score 0
      Food 10
      Shield 15
      Gold 15
      Movement 50
      Freight 50
   }

   EnvRiver {
      Score 30
      Food 5
      Shield 0
      Gold 5
      Movement 50
      Freight 50
   }

   MovementType: Air
   MovementType: Land
}

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

TERRAIN_SPECIAL2 {
   TilesetIndex 26
   Icon ICON_TERRAIN_DESERTS
   InternalType: Special
   CanDie

   EnvBase {
      Score 10
      Food 0
      Shield 0
      Gold 5
      Defense 0
      Movement 200
      Freight 100
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvCity {
      Score 0
      Food 10
      Shield 15
      Gold 15
      Movement 50
      Freight 50
   }

   EnvRiver {
      Score 30
      Food 5
      Shield 0
      Gold 5
      Movement 50
      Freight 50
   }

   MovementType: Air
   MovementType: Land
}

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