<?xml version="1.0"?>
<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Alex Mantzaris (Firaxis Games) -->
<Civ4CivicInfos xmlns="x-schema:CIV4GameInfoSchema.xml">
	<!-- Sid Meier's Civilization 4 -->
	<!-- Copyright Firaxis Games 2005 -->
	<!-- -->
	<!-- Civic Infos -->
	<CivicInfos>
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_GOVERNMENT</CivicOptionType>
			<Type>CIVIC_DESPOTISM</Type>
			<Description>TXT_KEY_CIVIC_DESPOTISM</Description>
			<Civilopedia>TXT_KEY_CIVIC_DESPOTISM_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_DESPOTISM_STRATEGY</Strategy>
			<Button>,Art/Interface/Buttons/Civics/Despotism.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,5,1</Button>
			<TechPrereq>NONE</TechPrereq>
			<iAnarchyLength>3</iAnarchyLength>
			<Upkeep>UPKEEP_LOW</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>3</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers/>
			<CapitalYieldModifiers/>
			<TradeYieldModifiers/>
			<CommerceModifiers/>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<Hurrys/>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids/>
			<BuildingHappinessChanges/>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges/>
			<WeLoveTheKing>TXT_KEY_CIVIC_WE_LOVE_DESPOT</WeLoveTheKing>
		</CivicInfo>

		<CivicInfo>
			<CivicOptionType>CIVICOPTION_GOVERNMENT</CivicOptionType>
			<Type>CIVIC_LIVINGGOD</Type>
			<Description>God Emperor</Description>
			<Civilopedia>The king is not just a man, but the living incarnation of the true god.  It is from him that all life springs and he is to be revered beyond the sun and moon.</Civilopedia>
			<Strategy>The king is god</Strategy>
			<Help></Help>
			<Button>Art/Interface/Buttons/Civics/toltec.dds</Button>
			<TechPrereq>TECH_NEWWORLD_RELIGION</TechPrereq>
			<iAnarchyLength>6</iAnarchyLength>
			<Upkeep>UPKEEP_HIGH</Upkeep>
			<iAIWeight>5</iAIWeight>
			<iGreatPeopleRateModifier>-20</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>5</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>2</iExtraHealth>
			<iFreeExperience>2</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>6</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>5</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>2</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers>
				<iYield>0</iYield>
				<iYield>0</iYield>
				<iYield>0</iYield>
			</YieldModifiers>
			<CapitalYieldModifiers>
				<iYield>25</iYield>
				<iYield>25</iYield>
				<iYield>25</iYield>
			</CapitalYieldModifiers>
			<TradeYieldModifiers>
				<iYield>0</iYield>
				<iYield>0</iYield>
				<iYield>0</iYield>
			</TradeYieldModifiers>
			<CommerceModifiers/>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</SpecialistExtraCommerces>
			<Hurrys/>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids/>
			<BuildingHappinessChanges/>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges>
				<ImprovementYieldChange>
					<ImprovementType>IMPROVEMENT_MINE</ImprovementType>
					<ImprovementYields>
						<iYield>0</iYield>
						<iYield>1</iYield>
						<iYield>1</iYield>
					</ImprovementYields>
				</ImprovementYieldChange>
			</ImprovementYieldChanges>
			<WeLoveTheKing>"God is King"</WeLoveTheKing>
		</CivicInfo>

		<CivicInfo>
			<CivicOptionType>CIVICOPTION_GOVERNMENT</CivicOptionType>
			<Type>CIVIC_HEREDITARY_RULE</Type>
			<Description>TXT_KEY_CIVIC_HEREDITARY_RULE</Description>
			<Civilopedia>TXT_KEY_CIVIC_HEREDITARY_RULE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_HEREDITARY_RULE_STRATEGY</Strategy>
			<Button>,Art/Interface/Buttons/Civics/Hereditary_Rule.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,3,3</Button>
			<TechPrereq>TECH_MONARCHY</TechPrereq>
			<iAnarchyLength>4</iAnarchyLength>
			<Upkeep>UPKEEP_MEDIUM</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>1</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>5</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers/>
			<CapitalYieldModifiers/>
			<TradeYieldModifiers/>
			<CommerceModifiers/>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<Hurrys/>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids/>
			<BuildingHappinessChanges/>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges/>
			<WeLoveTheKing>TXT_KEY_CIVIC_WE_LOVE_MONARCH</WeLoveTheKing>
		</CivicInfo>

		<CivicInfo>
			<CivicOptionType>CIVICOPTION_GOVERNMENT</CivicOptionType>
			<Type>CIVIC_CHIEFDOM</Type>
			<Description>Chiefdom</Description>
			<Civilopedia>A chiefdom is a type of complex society of varying degrees of centralization that is led by an individual known as a chief.</Civilopedia>
			<Strategy>A single simple chiefdom is generally composed of a central community surrounded by or near a number of smaller subsidiary communities. All of these communities recognize the authority of a single kin group or individual with hereditary centralized power, dwelling in the primary community. Each community will have its own leaders, which are usually in a tributary and/or subservient relationship with the ruling elite of the primary community.</Strategy>
			<Button>Art/Interface/Buttons/Civics/chiefdom.dds</Button>
			<TechPrereq>TECH_CHIEFDOM</TechPrereq>
			<iAnarchyLength>4</iAnarchyLength>
			<Upkeep>UPKEEP_MEDIUM</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>5</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>2</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>6</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers/>
			<CapitalYieldModifiers/>
			<TradeYieldModifiers/>
			<CommerceModifiers/>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<Hurrys/>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids/>
			<BuildingHappinessChanges/>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges/>
			<WeLoveTheKing>"The Sun rises over the land that is our land"</WeLoveTheKing>
		</CivicInfo>

		<CivicInfo>
			<CivicOptionType>CIVICOPTION_GOVERNMENT</CivicOptionType>
			<Type>CIVIC_ELECTIVE_MONARCHY</Type>
			<Description>Elective Monarchy</Description>
			<Civilopedia>An elective monarchy is a monarchy ruled by someone who is an elected rather than hereditary monarch. The manner of election, the nature of the candidacy and the electors vary from case to case. Historically it is not uncommon, however, for elective monarchies to transform into hereditary ones after some centuries.</Civilopedia>
			<Strategy>A bit more progressive than hereditary rule, though the citizens rarely voted on the new king or queen</Strategy>
			<Button>Art/Interface/Buttons/Civics/electivemonarchy.dds</Button>
			<TechPrereq>TECH_KNOWLEDGE</TechPrereq>
			<iAnarchyLength>4</iAnarchyLength>
			<Upkeep>UPKEEP_LOW</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>1</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>8</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>1</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers/>
			<CapitalYieldModifiers/>
			<TradeYieldModifiers/>
			<CommerceModifiers/>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<Hurrys/>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids/>
			<BuildingHappinessChanges/>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges/>
			<WeLoveTheKing>"Long live the king!"</WeLoveTheKing>
		</CivicInfo>


		<CivicInfo>
			<CivicOptionType>CIVICOPTION_LEGAL</CivicOptionType>
			<Type>CIVIC_BARBARISM</Type>
			<Description>TXT_KEY_CIVIC_BARBARISM</Description>
			<Civilopedia>TXT_KEY_CIVIC_BARBARISM_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_BARBARISM_STRATEGY</Strategy>
			<Button>,Art/Interface/Buttons/Civics/Barbarism.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,1,1</Button>
			<TechPrereq>NONE</TechPrereq>
			<iAnarchyLength>3</iAnarchyLength>
			<Upkeep>UPKEEP_LOW</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers/>
			<CapitalYieldModifiers/>
			<TradeYieldModifiers/>
			<CommerceModifiers/>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<Hurrys/>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids/>
			<BuildingHappinessChanges/>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges/>
			<WeLoveTheKing/>
		</CivicInfo>
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_LEGAL</CivicOptionType>
			<Type>CIVIC_VASSALAGE</Type>
			<Description>TXT_KEY_CIVIC_VASSALAGE</Description>
			<Civilopedia>TXT_KEY_CIVIC_VASSALAGE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_VASSALAGE_STRATEGY</Strategy>
			<Button>,Art/Interface/Buttons/Civics/Vassalage.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,1,4</Button>
			<TechPrereq>TECH_FEUDALISM</TechPrereq>
			<iAnarchyLength>3</iAnarchyLength>
			<Upkeep>UPKEEP_HIGH</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>2</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>5</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>10</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers/>
			<CapitalYieldModifiers/>
			<TradeYieldModifiers/>
			<CommerceModifiers/>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<Hurrys/>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids/>
			<BuildingHappinessChanges/>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges/>
			<WeLoveTheKing/>
		</CivicInfo>

		<CivicInfo>
			<CivicOptionType>CIVICOPTION_LEGAL</CivicOptionType>
			<Type>CIVIC_COLONIALISM</Type>
			<Description>Colonialism</Description>
			<Civilopedia>As an empire grows, it must legally change its structure to encorporate levels of extended cities and governance.</Civilopedia>
			<Strategy>Use as the government tackles with long distant communication, trade, and protection</Strategy>
			<Button>Art/Interface/Buttons/Civics/colonialism.dds</Button>
			<TechPrereq>TECH_CURRENCY</TechPrereq>
			<iAnarchyLength>3</iAnarchyLength>
			<Upkeep>UPKEEP_MEDIUM</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>-50</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>-50</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>10</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers/>
			<CapitalYieldModifiers/>
			<TradeYieldModifiers/>
			<CommerceModifiers/>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<Hurrys/>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids/>
			<BuildingHappinessChanges/>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges/>
			<WeLoveTheKing/>
		</CivicInfo>

		<CivicInfo>
			<CivicOptionType>CIVICOPTION_LEGAL</CivicOptionType>
			<Type>CIVIC_CONQUEST</Type>
			<Description>Conquest</Description>
			<Civilopedia>Often as cultures and kingdoms beging to make contact, it is necassary to pursue actions of conquest.  With this civic, the political and social controls are put into place to calm the beaucracy and citizens.</Civilopedia>
			<Strategy>The act of going to war allows access to pillaging, a rich form of balacing the realm's coffers</Strategy>
			<Button>Art/Interface/Buttons/Civics/conquest.dds</Button>
			<TechPrereq>TECH_ORIENTEERING</TechPrereq>
			<iAnarchyLength>3</iAnarchyLength>
			<Upkeep>UPKEEP_MEDIUM</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>2</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>8</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>10</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>-75</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers/>
			<CapitalYieldModifiers/>
			<TradeYieldModifiers/>
			<CommerceModifiers/>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<Hurrys/>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids/>
			<BuildingHappinessChanges/>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges/>
			<WeLoveTheKing/>
		</CivicInfo>

		<CivicInfo>
			<CivicOptionType>CIVICOPTION_LEGAL</CivicOptionType>
			<Type>CIVIC_BUREAUCRACY</Type>
			<Description>TXT_KEY_CIVIC_BUREAUCRACY</Description>
			<Civilopedia>TXT_KEY_CIVIC_BUREAUCRACY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_BUREAUCRACY_STRATEGY</Strategy>
			<Button>,Art/Interface/Buttons/Civics/Bureaucracy.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,2,1</Button>
			<TechPrereq>TECH_CONSTITUTION</TechPrereq>
			<iAnarchyLength>2</iAnarchyLength>
			<Upkeep>UPKEEP_HIGH</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers/>
			<CapitalYieldModifiers>
				<iYield>0</iYield>
				<iYield>50</iYield>
				<iYield>50</iYield>
			</CapitalYieldModifiers>
			<TradeYieldModifiers/>
			<CommerceModifiers/>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<Hurrys/>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids/>
			<BuildingHappinessChanges/>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges/>
			<WeLoveTheKing/>
		</CivicInfo>

		<CivicInfo>
			<CivicOptionType>CIVICOPTION_LABOR</CivicOptionType>
			<Type>CIVIC_TRIBALISM</Type>
			<Description>TXT_KEY_CIVIC_TRIBALISM</Description>
			<Civilopedia>TXT_KEY_CIVIC_TRIBALISM_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_TRIBALISM_STRATEGY</Strategy>
			<Button>,Art/Interface/Buttons/Civics/Tribalism.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,7,3</Button>
			<TechPrereq>NONE</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_LOW</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers/>
			<CapitalYieldModifiers/>
			<TradeYieldModifiers/>
			<CommerceModifiers/>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<Hurrys/>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids/>
			<BuildingHappinessChanges/>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges/>
			<WeLoveTheKing/>
		</CivicInfo>
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_LABOR</CivicOptionType>
			<Type>CIVIC_SLAVERY</Type>
			<Description>TXT_KEY_CIVIC_SLAVERY</Description>
			<Civilopedia>TXT_KEY_CIVIC_SLAVERY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_SLAVERY_STRATEGY</Strategy>
			<Button>,Art/Interface/Buttons/Civics/Slavery.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,8,2</Button>
			<TechPrereq>TECH_CONSTRUCTION</TechPrereq>
			<iAnarchyLength>2</iAnarchyLength>
			<Upkeep>UPKEEP_MEDIUM</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers/>
			<CapitalYieldModifiers/>
			<TradeYieldModifiers/>
			<CommerceModifiers/>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<Hurrys>
				<Hurry>
					<HurryType>HURRY_POPULATION</HurryType>
					<bHurry>1</bHurry>
				</Hurry>
			</Hurrys>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids/>
			<BuildingHappinessChanges/>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges/>
			<WeLoveTheKing/>
		</CivicInfo>
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_LABOR</CivicOptionType>
			<Type>CIVIC_SERFDOM</Type>
			<Description>TXT_KEY_CIVIC_SERFDOM</Description>
			<Civilopedia>TXT_KEY_CIVIC_SERFDOM_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_SERFDOM_STRATEGY</Strategy>
			<Button>,Art/Interface/Buttons/Civics/Serfdom.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,7,2</Button>
			<TechPrereq>TECH_MONARCHY</TechPrereq>
			<iAnarchyLength>3</iAnarchyLength>
			<Upkeep>UPKEEP_LOW</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>50</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers/>
			<CapitalYieldModifiers/>
			<TradeYieldModifiers/>
			<CommerceModifiers/>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<Hurrys/>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids/>
			<BuildingHappinessChanges/>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges/>
			<WeLoveTheKing/>
		</CivicInfo>
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_LABOR</CivicOptionType>
			<Type>CIVIC_CASTE_SYSTEM</Type>
			<Description>TXT_KEY_CIVIC_CASTE_SYSTEM</Description>
			<Civilopedia>TXT_KEY_CIVIC_CASTE_SYSTEM_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_CASTE_SYSTEM_STRATEGY</Strategy>
			<Button>,Art/Interface/Buttons/Civics/Caste_System.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,3,1</Button>
			<TechPrereq>TECH_ECONOMICS</TechPrereq>
			<iAnarchyLength>4</iAnarchyLength>
			<Upkeep>UPKEEP_MEDIUM</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers/>
			<CapitalYieldModifiers/>
			<TradeYieldModifiers/>
			<CommerceModifiers/>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<Hurrys/>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids>
				<SpecialistValid>
					<SpecialistType>SPECIALIST_ARTIST</SpecialistType>
					<bValid>1</bValid>
				</SpecialistValid>
				<SpecialistValid>
					<SpecialistType>SPECIALIST_SCIENTIST</SpecialistType>
					<bValid>1</bValid>
				</SpecialistValid>
				<SpecialistValid>
					<SpecialistType>SPECIALIST_MERCHANT</SpecialistType>
					<bValid>1</bValid>
				</SpecialistValid>
			</SpecialistValids>
			<BuildingHappinessChanges/>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges>
				<ImprovementYieldChange>
					<ImprovementType>IMPROVEMENT_WORKSHOP</ImprovementType>
					<ImprovementYields>
						<iYield>0</iYield>
						<iYield>1</iYield>
						<iYield>0</iYield>
					</ImprovementYields>
				</ImprovementYieldChange>
			</ImprovementYieldChanges>
			<WeLoveTheKing/>
		</CivicInfo>

		<CivicInfo>
			<CivicOptionType>CIVICOPTION_ECONOMY</CivicOptionType>
			<Type>CIVIC_DECENTRALIZATION</Type>
			<Description>TXT_KEY_CIVIC_DECENTRALIZATION</Description>
			<Civilopedia>TXT_KEY_CIVIC_DECENTRALIZATION_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_DECENTRALIZATION_STRATEGY</Strategy>
			<Button>,Art/Interface/Buttons/Civics/Decentralization.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,4,1</Button>
			<TechPrereq>NONE</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_LOW</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers/>
			<CapitalYieldModifiers/>
			<TradeYieldModifiers/>
			<CommerceModifiers/>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<Hurrys/>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids/>
			<BuildingHappinessChanges/>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges/>
			<WeLoveTheKing/>
		</CivicInfo>
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_ECONOMY</CivicOptionType>
			<Type>CIVIC_MERCANTILISM</Type>
			<Description>TXT_KEY_CIVIC_MERCANTILISM</Description>
			<Civilopedia>TXT_KEY_CIVIC_MERCANTILISM_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_MERCANTILISM_STRATEGY</Strategy>
			<Button>,Art/Interface/Buttons/Civics/Mercantilism.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,4,3</Button>
			<TechPrereq>TECH_PAPER</TechPrereq>
			<iAnarchyLength>3</iAnarchyLength>
			<Upkeep>UPKEEP_MEDIUM</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>1</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>1</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>1</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers/>
			<CapitalYieldModifiers/>
			<TradeYieldModifiers/>
			<CommerceModifiers/>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<Hurrys/>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids/>
			<BuildingHappinessChanges/>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges/>
			<WeLoveTheKing/>
		</CivicInfo>

		<CivicInfo>
			<CivicOptionType>CIVICOPTION_ECONOMY</CivicOptionType>
			<Type>CIVIC_MAR</Type>
			<Description>Marquee And Reprisal</Description>
			<Civilopedia>In the days of fighting sail, a Letter of Marque and Reprisal was a government licence authorizing a private vessel to attack and capture enemy vessels, and bring them before admiralty courts for condemnation and sale. Cruising for prizes with a Letter of Marque was considered an honorable calling combining patriotism and profit, in contrast to unlicensed piracy which was universally reviled.[1] The French used the term lettre de course for their letters of marque, giving rise to the term corsair. A "letter of marque and reprisal" would involve permission to cross an international border to effect a reprisal (take some action against an attack or injury) authorized by an issuing jurisdiction to conduct reprisal operations outside its borders.</Civilopedia>
			<Strategy>Authorization by the King to enter internatioal waters for state sponsored piracy.</Strategy>
			<Button>Art/Interface/Buttons/Civics/mar.dds</Button>
			<TechPrereq>TECH_SAILING2</TechPrereq>
			<iAnarchyLength>4</iAnarchyLength>
			<Upkeep>UPKEEP_HIGH</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>1</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers/>
			<CapitalYieldModifiers/>
			<TradeYieldModifiers>
				<iYield>5</iYield>
				<iYield>5</iYield>
				<iYield>5</iYield>
			</TradeYieldModifiers>
			<CommerceModifiers/>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<Hurrys/>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids/>
			<BuildingHappinessChanges/>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges>
				<ImprovementYieldChange>
					<ImprovementType>IMPROVEMENT_SEACOMMERCE</ImprovementType>
					<ImprovementYields>
						<iYield>0</iYield>
						<iYield>1</iYield>
						<iYield>1</iYield>
					</ImprovementYields>
				</ImprovementYieldChange>
			</ImprovementYieldChanges>
			<WeLoveTheKing/>
		</CivicInfo>

		<CivicInfo>
			<CivicOptionType>CIVICOPTION_ECONOMY</CivicOptionType>
			<Type>CIVIC_FOREIGNTRADE</Type>
			<Description>Foreign Trade Routes</Description>
			<Civilopedia>With the advancement of detailed roads, maps, and contact with lesser nations, empires could enter into long term agreements on the trade of spices, silks, weapons, raw materials, medicine, and even slaves.</Civilopedia>
			<Strategy>Select Foreign Trade to boost economic trade and cash flow</Strategy>
			<Button>Art/Interface/Buttons/Civics/ftrade.dds</Button>
			<TechPrereq>TECH_MAPS</TechPrereq>
			<iAnarchyLength>3</iAnarchyLength>
			<Upkeep>UPKEEP_MEDIUM</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>-20</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>1</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>2</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers/>
			<CapitalYieldModifiers/>
			<TradeYieldModifiers/>
			<CommerceModifiers/>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<Hurrys/>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids/>
			<BuildingHappinessChanges/>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges/>
			<WeLoveTheKing/>
		</CivicInfo>

		<CivicInfo>
			<CivicOptionType>CIVICOPTION_RELIGION</CivicOptionType>
			<Type>CIVIC_PAGANISM</Type>
			<Description>TXT_KEY_CIVIC_PAGANISM</Description>
			<Civilopedia>TXT_KEY_CIVIC_PAGANISM_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_PAGANISM_STRATEGY</Strategy>
			<Button>,Art/Interface/Buttons/Civics/Paganism.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,4,2</Button>
			<TechPrereq>NONE</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_LOW</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>1</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers/>
			<CapitalYieldModifiers/>
			<TradeYieldModifiers/>
			<CommerceModifiers/>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<Hurrys/>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids/>
			<BuildingHappinessChanges/>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges/>
			<WeLoveTheKing/>
		</CivicInfo>
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_RELIGION</CivicOptionType>
			<Type>CIVIC_ORGANIZED_RELIGION</Type>
			<Description>TXT_KEY_CIVIC_ORGANIZED_RELIGION</Description>
			<Civilopedia>TXT_KEY_CIVIC_ORGANIZED_RELIGION_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_ORGANIZED_RELIGION_STRATEGY</Strategy>
			<Button>,Art/Interface/Buttons/Civics/Organized_Religion.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,2,2</Button>
			<TechPrereq>TECH_PRAYER</TechPrereq>
			<iAnarchyLength>2</iAnarchyLength>
			<Upkeep>UPKEEP_HIGH</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>1</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>25</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers/>
			<CapitalYieldModifiers/>
			<TradeYieldModifiers/>
			<CommerceModifiers/>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<Hurrys/>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids/>
			<BuildingHappinessChanges/>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges/>
			<WeLoveTheKing/>
		</CivicInfo>
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_RELIGION</CivicOptionType>
			<Type>CIVIC_THEOCRACY</Type>
			<Description>TXT_KEY_CIVIC_THEOCRACY</Description>
			<Civilopedia>TXT_KEY_CIVIC_THEOCRACY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_THEOCRACY_STRATEGY</Strategy>
			<Button>,Art/Interface/Buttons/Civics/Theocracy.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,6,3</Button>
			<TechPrereq>TECH_OLDWORLD_RELIGION</TechPrereq>
			<iAnarchyLength>4</iAnarchyLength>
			<Upkeep>UPKEEP_MEDIUM</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<iExpInBorderModifier>0</iExpInBorderModifier>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<bNoCorporations>0</bNoCorporations>
			<bNoForeignCorporations>0</bNoForeignCorporations>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>1</bStateReligion>
			<bNoNonStateReligionSpread>1</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>2</iStateReligionFreeExperience>
			<YieldModifiers/>
			<CapitalYieldModifiers/>
			<TradeYieldModifiers/>
			<CommerceModifiers/>
			<CapitalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<Hurrys/>
			<SpecialBuildingNotRequireds/>
			<SpecialistValids/>
			<BuildingHappinessChanges/>
			<BuildingHealthChanges/>
			<FeatureHappinessChanges/>
			<ImprovementYieldChanges/>
			<WeLoveTheKing/>
		</CivicInfo>
	</CivicInfos>
</Civ4CivicInfos>
