############################################################
# 26
TERRAIN_AC1_GRASSLAND {
   TilesetIndex 4
   Icon ICON_TERRAIN_GRASSLANDS
   InternalType: Special

   AddAdvance ADVANCE_TOOLMAKING
   TransformAdd {
      Time 0
      Materials 0
   }

   RemoveAdvance ADVANCE_TOOLMAKING
   TransformRemove {
      Time 1000
      Materials 0
   }

   EnvBase {
      Score 10
      Food 10
      Shield 5
      Gold 5
      Defense 0
      Movement 50
      Freight -1000
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvRiver {
      Score 10
      Food 5
      Shield 5
      Gold 5
      Movement 50
      Freight 0
   }

   Resources TERRAIN_AC1a
   Resources TERRAIN_AC1b

   MovementType: Air
   MovementType: Land
}

# 27
TERRAIN_AC1_PLAINS {
   TilesetIndex 1
   Icon ICON_TERRAIN_PLAINS
   InternalType: Special

   AddAdvance ADVANCE_TOOLMAKING
   TransformAdd {
      Time 0
      Materials 0
   }

   RemoveAdvance ADVANCE_TOOLMAKING
   TransformRemove {
      Time 1000
      Materials 0
   }

   EnvBase {
      Score 10
      Food 5
      Shield 10
      Gold 5
      Defense 0
      Movement 50
      Freight -1000
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvRiver {
      Score 10
      Food 5
      Shield 5
      Gold 5
      Movement 50
      Freight 0
   }

   Resources TERRAIN_AC1a
   Resources TERRAIN_AC1b

   MovementType: Air
   MovementType: Land
}

# 28
TERRAIN_AC1_DESERT {
   TilesetIndex 5
   Icon ICON_TERRAIN_DESERTS
   InternalType: Special

   AddAdvance ADVANCE_TOOLMAKING
   TransformAdd {
      Time 0
      Materials 0
   }

   RemoveAdvance ADVANCE_TOOLMAKING
   TransformRemove {
      Time 1000
      Materials 0
   }

   EnvBase {
      Score 10
      Food 1
      Shield 4
      Gold 10
      Defense 0
      Movement 50
      Freight -1000
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvRiver {
      Score 10
      Food 5
      Shield 5
      Gold 5
      Movement 50
      Freight 0
   }

   Resources TERRAIN_AC1a
   Resources TERRAIN_AC1b

   MovementType: Air
   MovementType: Land
}

# 29
TERRAIN_AC1_TUNDRA {
   TilesetIndex 2
   Icon ICON_TERRAIN_TUNDRA
   InternalType: Special

   AddAdvance ADVANCE_TOOLMAKING
   TransformAdd {
      Time 0
      Materials 0
   }

   RemoveAdvance ADVANCE_TOOLMAKING
   TransformRemove {
      Time 1000
      Materials 0
   }

   EnvBase {
      Score 10
      Food 0
      Shield 5
      Gold 2
      Defense 0
      Movement 50
      Freight -1000
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvRiver {
      Score 10
      Food 5
      Shield 5
      Gold 5
      Movement 50
      Freight 0
   }

   Resources TERRAIN_AC1a
   Resources TERRAIN_AC1b

   MovementType: Air
   MovementType: Land
}

# 30
TERRAIN_AC1_RAZED {
   TilesetIndex 17
   Icon ICON_TERRAIN_DEAD
   InternalType: Special

   AddAdvance ADVANCE_TOOLMAKING
   TransformAdd {
      Time 0
      Materials 0
   }

   RemoveAdvance ADVANCE_TOOLMAKING
   TransformRemove {
      Time 0
      Materials 0
   }

   EnvBase {
      Score 10
      Food 5
      Shield 5
      Gold 0
      Defense 0
      Movement 50
      Freight -1000
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvRiver {
      Score 10
      Food 5
      Shield 5
      Gold 5
      Movement 50
      Freight 0
   }

   Resources TERRAIN_AC1dead
   Resources TERRAIN_AC1dead

   MovementType: Air
   MovementType: Land
}

# 31
TERRAIN_MC1_PLAINS {
   TilesetIndex 1
   Icon ICON_TERRAIN_PLAINS
   InternalType: Special

   AddAdvance ADVANCE_TOOLMAKING
   TransformAdd {
      Time 0
      Materials 0
   }

   RemoveAdvance ADVANCE_TOOLMAKING
   TransformRemove {
      Time 1000
      Materials 0
   }

   EnvBase {
      Score 10
      Food 5
      Shield 5
      Gold 5
      Defense 0
      Movement 50
      Freight -1000
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvRiver {
      Score 10
      Food 5
      Shield 5
      Gold 5
      Movement 50
      Freight 0
   }

   Resources TERRAIN_MC1a
   Resources TERRAIN_MC1b

   MovementType: Air
   MovementType: Land
}

# 32
TERRAIN_MC2_PLAINS {
   TilesetIndex 1
   Icon ICON_TERRAIN_PLAINS
   InternalType: Special

   AddAdvance ADVANCE_TOOLMAKING
   TransformAdd {
      Time 0
      Materials 0
   }

   RemoveAdvance ADVANCE_TOOLMAKING
   TransformRemove {
      Time 1000
      Materials 0
   }

   EnvBase {
      Score 10
      Food 0
      Shield 10
      Gold 7
      Defense 0
      Movement 50
      Freight -1000
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvRiver {
      Score 10
      Food 5
      Shield 5
      Gold 5
      Movement 50
      Freight 0
   }

   Resources TERRAIN_MC2a
   Resources TERRAIN_MC2b

   MovementType: Air
   MovementType: Land
}

# 33
TERRAIN_MC3_PLAINS {
   TilesetIndex 1
   Icon ICON_TERRAIN_PLAINS
   InternalType: Special

   AddAdvance ADVANCE_TOOLMAKING
   TransformAdd {
      Time 0
      Materials 0
   }

   RemoveAdvance ADVANCE_TOOLMAKING
   TransformRemove {
      Time 0
      Materials 1000
   }

   EnvBase {
      Score 10
      Food 0
      Shield 10
      Gold 10
      Defense 0
      Movement 50
      Freight -1000
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvRiver {
      Score 5
      Food 5
      Shield 5
      Gold 10
      Movement 50
      Freight 0
   }

   Resources TERRAIN_MC3a
   Resources TERRAIN_MC3b

   MovementType: Air
   MovementType: Land
}

# 34
TERRAIN_MC1_DESERT {
   TilesetIndex 5
   Icon ICON_TERRAIN_DESERTS
   InternalType: Special

   AddAdvance ADVANCE_TOOLMAKING
   TransformAdd {
      Time 0
      Materials 0
   }

   RemoveAdvance ADVANCE_TOOLMAKING
   TransformRemove {
      Time 1000
      Materials 0
   }

   EnvBase {
      Score 10
      Food 0
      Shield 5
      Gold 5
      Defense 0
      Movement 50
      Freight -1000
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvRiver {
      Score 10
      Food 5
      Shield 5
      Gold 5
      Movement 50
      Freight 0
   }

   Resources TERRAIN_MC1a
   Resources TERRAIN_MC1b

   MovementType: Air
   MovementType: Land
}

# 35
TERRAIN_MC2_DESERT {
   TilesetIndex 5
   Icon ICON_TERRAIN_DESERTS
   InternalType: Special

   AddAdvance ADVANCE_TOOLMAKING
   TransformAdd {
      Time 0
      Materials 0
   }

   RemoveAdvance ADVANCE_TOOLMAKING
   TransformRemove {
      Time 1000
      Materials 0
   }

   EnvBase {
      Score 10
      Food 0
      Shield 7
      Gold 7
      Defense 0
      Movement 50
      Freight -1000
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvRiver {
      Score 10
      Food 5
      Shield 5
      Gold 5
      Movement 50
      Freight 0
   }

   Resources TERRAIN_MC2a
   Resources TERRAIN_MC2b

   MovementType: Air
   MovementType: Land
}

# 36
TERRAIN_MC3_DESERT {
   TilesetIndex 5
   Icon ICON_TERRAIN_DESERTS
   InternalType: Special

   AddAdvance ADVANCE_TOOLMAKING
   TransformAdd {
      Time 0
      Materials 0
   }

   RemoveAdvance ADVANCE_TOOLMAKING
   TransformRemove {
      Time 1000
      Materials 0
   }

   EnvBase {
      Score 10
      Food 0
      Shield 10
      Gold 10
      Defense 0
      Movement 50
      Freight -1000
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvRiver {
      Score 10
      Food 5
      Shield 5
      Gold 5
      Movement 50
      Freight 0
   }

   Resources TERRAIN_MC3a
   Resources TERRAIN_MC3b

   MovementType: Air
   MovementType: Land
}

# 37
TERRAIN_MC1_TUNDRA {
   TilesetIndex 2
   Icon ICON_TERRAIN_TUNDRA
   InternalType: Special

   AddAdvance ADVANCE_TOOLMAKING
   TransformAdd {
      Time 0
      Materials 0
   }

   RemoveAdvance ADVANCE_TOOLMAKING
   TransformRemove {
      Time 1000
      Materials 0
   }

   EnvBase {
      Score 10
      Food 0
      Shield 5
      Gold 5
      Defense 0
      Movement 50
      Freight -1000
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvRiver {
      Score 10
      Food 5
      Shield 5
      Gold 5
      Movement 50
      Freight 0
   }

   Resources TERRAIN_MC1a
   Resources TERRAIN_MC1b

   MovementType: Air
   MovementType: Land
}

# 38
TERRAIN_MC2_TUNDRA {
   TilesetIndex 2
   Icon ICON_TERRAIN_TUNDRA
   InternalType: Special

   AddAdvance ADVANCE_TOOLMAKING
   TransformAdd {
      Time 0
      Materials 0
   }

   RemoveAdvance ADVANCE_TOOLMAKING
   TransformRemove {
      Time 1000
      Materials 0
   }

   EnvBase {
      Score 10
      Food 0
      Shield 7
      Gold 7
      Defense 0
      Movement 50
      Freight -1000
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvRiver {
      Score 10
      Food 5
      Shield 5
      Gold 5
      Movement 50
      Freight 0
   }

   Resources TERRAIN_MC2a
   Resources TERRAIN_MC2b

   MovementType: Air
   MovementType: Land
}

# 39
TERRAIN_MC3_TUNDRA {
   TilesetIndex 2
   Icon ICON_TERRAIN_TUNDRA
   InternalType: Special

   AddAdvance ADVANCE_TOOLMAKING
   TransformAdd {
      Time 0
      Materials 0
   }

   RemoveAdvance ADVANCE_TOOLMAKING
   TransformRemove {
      Time 1000
      Materials 0
   }

   EnvBase {
      Score 10
      Food 0
      Shield 9
      Gold 9
      Defense 0
      Movement 50
      Freight -1000
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvRiver {
      Score 10
      Food 5
      Shield 5
      Gold 5
      Movement 50
      Freight 0
   }

   Resources TERRAIN_MC3a
   Resources TERRAIN_MC3b

   MovementType: Air
   MovementType: Land
}

# 40
TERRAIN_MC_DEAD {
   TilesetIndex 17
   Icon ICON_TERRAIN_DEAD
   InternalType: Special

   AddAdvance ADVANCE_TOOLMAKING
   TransformAdd {
      Time 0
      Materials 0
   }

   RemoveAdvance ADVANCE_TOOLMAKING
   TransformRemove {
      Time 0
      Materials 0
   }

   EnvBase {
      Score 10
      Food 0
      Shield 0
      Gold 0
      Defense 0
      Movement 50
      Freight -1000
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvRiver {
      Score 10
      Food 0
      Shield 0
      Gold 0
      Movement 50
      Freight 0
   }

   Resources TERRAIN_MCdeada
   Resources TERRAIN_MCdeadb

   MovementType: Air
   MovementType: Land
}

# 41
TERRAIN_GC1_GRASS {
   TilesetIndex 22
   Icon ICON_TERRAIN_GRASSLANDS
   InternalType: Special

   AddAdvance ADVANCE_TOOLMAKING
   TransformAdd {
      Time 0
      Materials 0
   }

   RemoveAdvance ADVANCE_TOOLMAKING
   TransformRemove {
      Time 1000
      Materials 0
   }

   EnvBase {
      Score 10
      Food 7
      Shield 7
      Gold 7
      Defense 0
      Movement 50
      Freight -1000
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvRiver {
      Score 10
      Food 5
      Shield 5
      Gold 5
      Movement 50
      Freight 0
   }

   Resources TERRAIN_GC1a
   Resources TERRAIN_GC2a

   MovementType: Air
   MovementType: Land
}

#42
TERRAIN_GC_DEAD {
   TilesetIndex 17
   Icon ICON_TERRAIN_DEAD
   InternalType: Special

   AddAdvance ADVANCE_TOOLMAKING
   TransformAdd {
      Time 0
      Materials 0
   }

   RemoveAdvance ADVANCE_TOOLMAKING
   TransformRemove {
      Time 0
      Materials 0
   }

   EnvBase {
      Score 10
      Food 0
      Shield 0
      Gold 0
      Defense 0
      Movement 50
      Freight -1000
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvRiver {
      Score 10
      Food 0
      Shield 0
      Gold 0
      Movement 50
      Freight 0
   }

   Resources TERRAIN_GCdeada
   Resources TERRAIN_GCdeadb

   MovementType: Air
   MovementType: Land
}

# 43
TERRAIN_GC2_GRASS {
   TilesetIndex 22
   Icon ICON_TERRAIN_GRASSLANDS
   InternalType: Special

   AddAdvance ADVANCE_TOOLMAKING
   TransformAdd {
      Time 0
      Materials 0
   }

   RemoveAdvance ADVANCE_TOOLMAKING
   TransformRemove {
      Time 1000
      Materials 0
   }

   EnvBase {
      Score 10
      Food 10
      Shield 10
      Gold 10
      Defense 0
      Movement 50
      Freight -1000
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvRiver {
      Score 10
      Food 5
      Shield 5
      Gold 5
      Movement 50
      Freight 0
   }

   Resources TERRAIN_GC1b
   Resources TERRAIN_GC2b

   MovementType: Air
   MovementType: Land
}

# 44
TERRAIN_ALIEN1 {
   TilesetIndex 17
   Icon ICON_TERRAIN_DEAD
   InternalType: Special

   AddAdvance ADVANCE_TOOLMAKING
   TransformAdd {
      Time 0
      Materials 0
   }

   RemoveAdvance ADVANCE_TOOLMAKING
   TransformRemove {
      Time 1000
      Materials 0
   }

   EnvBase {
      Score 10
      Food 10
      Shield 10
      Gold 10
      Defense 0
      Movement 50
      Freight -1000
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvRiver {
      Score 10
      Food 5
      Shield 5
      Gold 5
      Movement 50
      Freight 0
   }

   Resources TERRAIN_AL1a
   Resources TERRAIN_AL1b

   MovementType: Air
   MovementType: Land
}

# 45
TERRAIN_ALIEN_DEAD {
   TilesetIndex 17
   Icon ICON_TERRAIN_DEAD
   InternalType: Special

   AddAdvance ADVANCE_TOOLMAKING
   TransformAdd {
      Time 0
      Materials 0
   }

   RemoveAdvance ADVANCE_TOOLMAKING
   TransformRemove {
      Time 1000
      Materials 0
   }

   EnvBase {
      Score 0
      Food 0
      Shield 0
      Gold 0
      Defense 0
      Movement 50
      Freight -1000
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

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

   Resources TERRAIN_ALdeada
   Resources TERRAIN_ALdeadb

   MovementType: Air
   MovementType: Land
}


