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	<id>https://modiki.civfanatics.com/index.php?action=history&amp;feed=atom&amp;title=Civ4FeatureInfos</id>
	<title>Civ4FeatureInfos - Revision history</title>
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	<updated>2026-06-10T17:35:30Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://modiki.civfanatics.com/index.php?title=Civ4FeatureInfos&amp;diff=684&amp;oldid=prev</id>
		<title>Deanej: Created page with &#039;The &#039;&#039;&#039;Civ4FeatureInfos&#039;&#039;&#039; file defines the various feature on the map (forest, jungle, etc.) that exist in the game.  All tags must be opened and closed; the first is the &quot;open&quot;...&#039;</title>
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		<updated>2009-07-01T01:10:29Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;#039;The &amp;#039;&amp;#039;&amp;#039;Civ4FeatureInfos&amp;#039;&amp;#039;&amp;#039; file defines the various feature on the map (forest, jungle, etc.) that exist in the game.  All tags must be opened and closed; the first is the &amp;quot;open&amp;quot;...&amp;#039;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;The &amp;#039;&amp;#039;&amp;#039;Civ4FeatureInfos&amp;#039;&amp;#039;&amp;#039; file defines the various feature on the map (forest, jungle, etc.) that exist in the game.&lt;br /&gt;
&lt;br /&gt;
All tags must be opened and closed; the first is the &amp;quot;open&amp;quot;, the second the &amp;quot;close&amp;quot; tag. If nothing goes inside a &amp;quot;list tag&amp;quot;, then it should just be the opening tag with a &amp;quot;/&amp;quot; before the closing bracket. The following tables contain all available tags, as well as their purpose and accepted values. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;This page is missing information.&lt;br /&gt;
Do not remove this notice until it is complete.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tags==&lt;br /&gt;
===Headers===&lt;br /&gt;
&lt;br /&gt;
These tags typically bracket other tags, sometimes the entire file, and are generally used to specify more than one piece of data.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tag Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
!FeatureInfos&lt;br /&gt;
|This tag surrounds the entries in the file&lt;br /&gt;
|-&lt;br /&gt;
!FeatureInfo&lt;br /&gt;
|Main bracket for each entry&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Text===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tag Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
!Type&lt;br /&gt;
|How the feature is referred to in other files&lt;br /&gt;
|-&lt;br /&gt;
!Description&lt;br /&gt;
|The text for the feature in the game&lt;br /&gt;
|-&lt;br /&gt;
!Civilopedia&lt;br /&gt;
|The pedia entry for the feature&lt;br /&gt;
|-&lt;br /&gt;
!Help&lt;br /&gt;
|Any additional text displayed for the feature&lt;br /&gt;
|-&lt;br /&gt;
!OnUnitChangeTo&lt;br /&gt;
|unknown&lt;br /&gt;
|-&lt;br /&gt;
!WorldSoundscapeAudioScript&lt;br /&gt;
|Audio played on close zooms for plots with the feature&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Integers===&lt;br /&gt;
&lt;br /&gt;
All of these tags have a numerical value.  Though it sometimes can be negative, it usually is not.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tag Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
!iMovement&lt;br /&gt;
|Movement cost for units entering a plot due to the feature&lt;br /&gt;
|-&lt;br /&gt;
!iSeeThrough&lt;br /&gt;
|unknown&lt;br /&gt;
|-&lt;br /&gt;
!iHealthPercent&lt;br /&gt;
|Modifier to health of city with feature nearby; ex: iHeathPercent = -25 means that each plot with the feature causes .25 unhealthiness to the city&lt;br /&gt;
|-&lt;br /&gt;
!iDefense&lt;br /&gt;
|Defensive bonus (percent) given to unit on a plot with the feature&lt;br /&gt;
|-&lt;br /&gt;
!iAppearance&lt;br /&gt;
|unknown; affects amount generated by map at the start of the game&lt;br /&gt;
|-&lt;br /&gt;
!iDisappearance&lt;br /&gt;
|unknown&lt;br /&gt;
|-&lt;br /&gt;
!iGrowth&lt;br /&gt;
|unknown; affects chance for feature to spread to surrounding tiles with no other features, improvements, or routes&lt;br /&gt;
|-&lt;br /&gt;
!iTurnDamage&lt;br /&gt;
|Damage, in hit points, given to each unit on a plot with the feature each turn&lt;br /&gt;
|-&lt;br /&gt;
!iEffectProbability&lt;br /&gt;
|Chance for effect listed in EffectType to occur when a unit enters the plot with the feature&lt;br /&gt;
|-&lt;br /&gt;
!iAdvancedStartRemoveCost&lt;br /&gt;
|Cost to remove the feature in advanced start&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Boolean===&lt;br /&gt;
&lt;br /&gt;
All of these can either be 1 (on, or true) or 0 (off, or false).  Be careful, as you can wind up with a double-negative, which the game will interpret as &amp;quot;True&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tag Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
!bNoCoast&lt;br /&gt;
|Whether the feature is allowed on a tile next to the coast&lt;br /&gt;
|-&lt;br /&gt;
!bNoRiver&lt;br /&gt;
|Whether the feature is allowed on a tile next to a river&lt;br /&gt;
|-&lt;br /&gt;
!bNoAdjacent&lt;br /&gt;
|Whether the feature is allowed on a tile next to a tile with the same feature&lt;br /&gt;
|-&lt;br /&gt;
!bRequiresFlatlands&lt;br /&gt;
|Whether the feature requires a flat tile (as in, not hills or peaks)&lt;br /&gt;
|-&lt;br /&gt;
!bRequiresRiver&lt;br /&gt;
|Whether the feature must be next to the river&lt;br /&gt;
|-&lt;br /&gt;
!bAddsFreshWater&lt;br /&gt;
|Whether the feature is counted as fresh water&lt;br /&gt;
|-&lt;br /&gt;
!bImpassible&lt;br /&gt;
|Whether the feature is impassible or not&lt;br /&gt;
|-&lt;br /&gt;
!bNoCity&lt;br /&gt;
|Whether or not the feature removes the ability to found a city on the tile&lt;br /&gt;
|-&lt;br /&gt;
!bNoImprovement&lt;br /&gt;
|Whether or not the feature makes it impossible to build an improvement on the tile&lt;br /&gt;
|-&lt;br /&gt;
!bVisibleAlways&lt;br /&gt;
|unknown&lt;br /&gt;
|-&lt;br /&gt;
!bNukeImmune&lt;br /&gt;
|Whether the feature is immune to destruction by nukes or not&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lists (Multi-line)===&lt;br /&gt;
&lt;br /&gt;
All List tags consist of an opening/closing tag, which is shown here, and then each entry within it is another tag with the same name as the parent tag, minus the &amp;quot;s&amp;quot; (i.e. singular, rather than plural).&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tag Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
!YieldChanges&lt;br /&gt;
|Change to yield of the plot due to feature; first is food, then production, then commerce&lt;br /&gt;
 &amp;lt;iYieldChange&amp;gt;0&amp;lt;/iYieldChange&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!RiverYieldChange&lt;br /&gt;
|Additional change to yield of the plot due to feature when next to river; first is food, then production, then commerce&lt;br /&gt;
 &amp;lt;iYieldChange&amp;gt;0&amp;lt;/iYieldChange&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!HillsYieldChange&lt;br /&gt;
|Additional change to yield of the plot due to feature when on a hill; first is food, then production, then commerce&lt;br /&gt;
 &amp;lt;iYieldChange&amp;gt;0&amp;lt;/iYieldChange&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!TerrainBooleans&lt;br /&gt;
|Terrains the feature can appear on&lt;br /&gt;
 &amp;lt;TerrainBoolean&amp;gt;&lt;br /&gt;
  &amp;lt;TerrainType&amp;gt;TERRAIN_COAST&amp;lt;/TerrainType&amp;gt;&lt;br /&gt;
  &amp;lt;bTerrain&amp;gt;1&amp;lt;/bTerrain&amp;gt;&lt;br /&gt;
 &amp;lt;/TerrainBoolean&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!FootstepSounds&lt;br /&gt;
|Sound played when unit enters a plot with the feature for different unit types&lt;br /&gt;
 &amp;lt;FootstepSound&amp;gt;&lt;br /&gt;
  &amp;lt;FootstepAudioType&amp;gt;FOOTSTEP_AUDIO_HUMAN&amp;lt;/FootstepAudioType&amp;gt;&lt;br /&gt;
  &amp;lt;FootstepAudioScript&amp;gt;AS3D_UN_FOOT_UNIT_SNOW&amp;lt;/FootstepAudioScript&amp;gt;&lt;br /&gt;
 &amp;lt;/FootstepSound&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Art===&lt;br /&gt;
&lt;br /&gt;
These tags are directly related to the rendering of art for the entry.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tag Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
!ArtDefineTag&lt;br /&gt;
|The tag for the art define, in [[Civ4ArtDefines_Feature]]&lt;br /&gt;
|-&lt;br /&gt;
!EffectType&lt;br /&gt;
|Effect that can occur when a unit enters a plot with the feature&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
&lt;br /&gt;
In the following example of code, please note that there is a specific order of all of the tags.  You &amp;#039;&amp;#039;must&amp;#039;&amp;#039; list the tags in this order for the game to properly interpret your file.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;FeatureInfo&amp;gt;&lt;br /&gt;
  &amp;lt;Type&amp;gt;FEATURE_JUNGLE&amp;lt;/Type&amp;gt;&lt;br /&gt;
  &amp;lt;Description&amp;gt;TXT_KEY_FEATURE_JUNGLE&amp;lt;/Description&amp;gt;&lt;br /&gt;
  &amp;lt;Civilopedia&amp;gt;TXT_KEY_FEATURE_JUNGLE_PEDIA&amp;lt;/Civilopedia&amp;gt;&lt;br /&gt;
  &amp;lt;ArtDefineTag&amp;gt;ART_DEF_FEATURE_JUNGLE&amp;lt;/ArtDefineTag&amp;gt;&lt;br /&gt;
  &amp;lt;YieldChanges&amp;gt;&lt;br /&gt;
    &amp;lt;iYieldChange&amp;gt;-1&amp;lt;/iYieldChange&amp;gt;&lt;br /&gt;
   &amp;lt;iYieldChange&amp;gt;0&amp;lt;/iYieldChange&amp;gt;&lt;br /&gt;
   &amp;lt;iYieldChange&amp;gt;0&amp;lt;/iYieldChange&amp;gt;&lt;br /&gt;
  &amp;lt;/YieldChanges&amp;gt;&lt;br /&gt;
  &amp;lt;RiverYieldChange/&amp;gt;&lt;br /&gt;
  &amp;lt;HillsYieldChange/&amp;gt;&lt;br /&gt;
  &amp;lt;iMovement&amp;gt;2&amp;lt;/iMovement&amp;gt;&lt;br /&gt;
  &amp;lt;iSeeThrough&amp;gt;1&amp;lt;/iSeeThrough&amp;gt;&lt;br /&gt;
  &amp;lt;iHealthPercent&amp;gt;-25&amp;lt;/iHealthPercent&amp;gt;&lt;br /&gt;
  &amp;lt;iDefense&amp;gt;50&amp;lt;/iDefense&amp;gt;&lt;br /&gt;
  &amp;lt;iAppearance&amp;gt;0&amp;lt;/iAppearance&amp;gt;&lt;br /&gt;
  &amp;lt;iDisappearance&amp;gt;0&amp;lt;/iDisappearance&amp;gt;&lt;br /&gt;
  &amp;lt;iGrowth&amp;gt;16&amp;lt;/iGrowth&amp;gt;&lt;br /&gt;
  &amp;lt;iTurnDamage&amp;gt;0&amp;lt;/iTurnDamage&amp;gt;&lt;br /&gt;
  &amp;lt;bNoCoast&amp;gt;0&amp;lt;/bNoCoast&amp;gt;&lt;br /&gt;
  &amp;lt;bNoRiver&amp;gt;0&amp;lt;/bNoRiver&amp;gt;&lt;br /&gt;
  &amp;lt;bNoAdjacent&amp;gt;0&amp;lt;/bNoAdjacent&amp;gt;&lt;br /&gt;
  &amp;lt;bRequiresFlatlands&amp;gt;0&amp;lt;/bRequiresFlatlands&amp;gt;&lt;br /&gt;
  &amp;lt;bRequiresRiver&amp;gt;0&amp;lt;/bRequiresRiver&amp;gt;&lt;br /&gt;
  &amp;lt;bAddsFreshWater&amp;gt;0&amp;lt;/bAddsFreshWater&amp;gt;&lt;br /&gt;
  &amp;lt;bImpassable&amp;gt;0&amp;lt;/bImpassable&amp;gt;&lt;br /&gt;
  &amp;lt;bNoCity&amp;gt;0&amp;lt;/bNoCity&amp;gt;&lt;br /&gt;
  &amp;lt;bNoImprovement&amp;gt;0&amp;lt;/bNoImprovement&amp;gt;&lt;br /&gt;
  &amp;lt;bVisibleAlways&amp;gt;0&amp;lt;/bVisibleAlways&amp;gt;&lt;br /&gt;
  &amp;lt;bNukeImmune&amp;gt;0&amp;lt;/bNukeImmune&amp;gt;&lt;br /&gt;
  &amp;lt;OnUnitChangeTo/&amp;gt;&lt;br /&gt;
  &amp;lt;TerrainBooleans&amp;gt;&lt;br /&gt;
   &amp;lt;TerrainBoolean&amp;gt;&lt;br /&gt;
    &amp;lt;TerrainType&amp;gt;TERRAIN_GRASS&amp;lt;/TerrainType&amp;gt;&lt;br /&gt;
    &amp;lt;bTerrain&amp;gt;1&amp;lt;/bTerrain&amp;gt;&lt;br /&gt;
   &amp;lt;/TerrainBoolean&amp;gt;&lt;br /&gt;
  &amp;lt;/TerrainBooleans&amp;gt;&lt;br /&gt;
  &amp;lt;FootstepSounds&amp;gt;&lt;br /&gt;
   &amp;lt;FootstepSound&amp;gt;&lt;br /&gt;
    &amp;lt;FootstepAudioType&amp;gt;FOOTSTEP_AUDIO_HUMAN&amp;lt;/FootstepAudioType&amp;gt;&lt;br /&gt;
    &amp;lt;FootstepAudioScript&amp;gt;AS3D_UN_FOOT_UNIT_FOREST&amp;lt;/FootstepAudioScript&amp;gt;&lt;br /&gt;
   &amp;lt;/FootstepSound&amp;gt;&lt;br /&gt;
   &amp;lt;FootstepSound&amp;gt;&lt;br /&gt;
    &amp;lt;FootstepAudioType&amp;gt;FOOTSTEP_AUDIO_HUMAN_LOW&amp;lt;/FootstepAudioType&amp;gt;&lt;br /&gt;
    &amp;lt;FootstepAudioScript&amp;gt;AS3D_UN_FOOT_UNIT_LOW_FOREST&amp;lt;/FootstepAudioScript&amp;gt;&lt;br /&gt;
   &amp;lt;/FootstepSound&amp;gt;&lt;br /&gt;
   &amp;lt;FootstepSound&amp;gt;&lt;br /&gt;
    &amp;lt;FootstepAudioType&amp;gt;FOOTSTEP_AUDIO_ANIMAL&amp;lt;/FootstepAudioType&amp;gt;&lt;br /&gt;
    &amp;lt;FootstepAudioScript&amp;gt;AS3D_UN_ANIMAL_FOOT_LARGE_FOREST&amp;lt;/FootstepAudioScript&amp;gt;&lt;br /&gt;
   &amp;lt;/FootstepSound&amp;gt;&lt;br /&gt;
   &amp;lt;FootstepSound&amp;gt;&lt;br /&gt;
    &amp;lt;FootstepAudioType&amp;gt;FOOTSTEP_AUDIO_ANIMAL_LOW&amp;lt;/FootstepAudioType&amp;gt;&lt;br /&gt;
    &amp;lt;FootstepAudioScript&amp;gt;AS3D_UN_ANIMAL_FOOT_LARGE_LOW_FOREST&amp;lt;/FootstepAudioScript&amp;gt;&lt;br /&gt;
   &amp;lt;/FootstepSound&amp;gt;&lt;br /&gt;
   &amp;lt;FootstepSound&amp;gt;&lt;br /&gt;
    &amp;lt;FootstepAudioType&amp;gt;FOOTSTEP_AUDIO_HORSE&amp;lt;/FootstepAudioType&amp;gt;&lt;br /&gt;
    &amp;lt;FootstepAudioScript&amp;gt;AS3D_UN_HORSE_RUN_FOREST&amp;lt;/FootstepAudioScript&amp;gt;&lt;br /&gt;
   &amp;lt;/FootstepSound&amp;gt;&lt;br /&gt;
   &amp;lt;FootstepSound&amp;gt;&lt;br /&gt;
    &amp;lt;FootstepAudioType&amp;gt;LOOPSTEP_WHEELS&amp;lt;/FootstepAudioType&amp;gt;&lt;br /&gt;
    &amp;lt;FootstepAudioScript/&amp;gt;&lt;br /&gt;
   &amp;lt;/FootstepSound&amp;gt;&lt;br /&gt;
   &amp;lt;FootstepSound&amp;gt;&lt;br /&gt;
    &amp;lt;FootstepAudioType&amp;gt;ENDSTEP_WHEELS&amp;lt;/FootstepAudioType&amp;gt;&lt;br /&gt;
    &amp;lt;FootstepAudioScript/&amp;gt;&lt;br /&gt;
   &amp;lt;/FootstepSound&amp;gt;&lt;br /&gt;
   &amp;lt;FootstepSound&amp;gt;&lt;br /&gt;
    &amp;lt;FootstepAudioType&amp;gt;LOOPSTEP_WHEELS_2&amp;lt;/FootstepAudioType&amp;gt;&lt;br /&gt;
    &amp;lt;FootstepAudioScript/&amp;gt;&lt;br /&gt;
   &amp;lt;/FootstepSound&amp;gt;&lt;br /&gt;
   &amp;lt;FootstepSound&amp;gt;&lt;br /&gt;
    &amp;lt;FootstepAudioType&amp;gt;ENDSTEP_WHEELS_2&amp;lt;/FootstepAudioType&amp;gt;&lt;br /&gt;
    &amp;lt;FootstepAudioScript/&amp;gt;&lt;br /&gt;
   &amp;lt;/FootstepSound&amp;gt;&lt;br /&gt;
   &amp;lt;FootstepSound&amp;gt;&lt;br /&gt;
    &amp;lt;FootstepAudioType&amp;gt;LOOPSTEP_TANK&amp;lt;/FootstepAudioType&amp;gt;&lt;br /&gt;
    &amp;lt;FootstepAudioScript&amp;gt;AS3D_UN_TANK_LOOP_FOREST&amp;lt;/FootstepAudioScript&amp;gt;&lt;br /&gt;
   &amp;lt;/FootstepSound&amp;gt;&lt;br /&gt;
   &amp;lt;FootstepSound&amp;gt;&lt;br /&gt;
    &amp;lt;FootstepAudioType&amp;gt;ENDSTEP_TANK&amp;lt;/FootstepAudioType&amp;gt;&lt;br /&gt;
    &amp;lt;FootstepAudioScript&amp;gt;AS3D_UN_TANK_END_FOREST&amp;lt;/FootstepAudioScript&amp;gt;&lt;br /&gt;
   &amp;lt;/FootstepSound&amp;gt;&lt;br /&gt;
   &amp;lt;FootstepSound&amp;gt;&lt;br /&gt;
    &amp;lt;FootstepAudioType&amp;gt;LOOPSTEP_MOD_ARMOUR&amp;lt;/FootstepAudioType&amp;gt;&lt;br /&gt;
    &amp;lt;FootstepAudioScript&amp;gt;AS3D_UN_MOD_ARMOUR_LOOP_FOREST&amp;lt;/FootstepAudioScript&amp;gt;&lt;br /&gt;
   &amp;lt;/FootstepSound&amp;gt;&lt;br /&gt;
   &amp;lt;FootstepSound&amp;gt;&lt;br /&gt;
    &amp;lt;FootstepAudioType&amp;gt;ENDSTEP_MOD_ARMOUR&amp;lt;/FootstepAudioType&amp;gt;&lt;br /&gt;
    &amp;lt;FootstepAudioScript&amp;gt;AS3D_UN_MOD_ARMOUR_END_FOREST&amp;lt;/FootstepAudioScript&amp;gt;&lt;br /&gt;
   &amp;lt;/FootstepSound&amp;gt;&lt;br /&gt;
   &amp;lt;FootstepSound&amp;gt;&lt;br /&gt;
    &amp;lt;FootstepAudioType&amp;gt;LOOPSTEP_ARTILLERY&amp;lt;/FootstepAudioType&amp;gt;&lt;br /&gt;
    &amp;lt;FootstepAudioScript&amp;gt;AS3D_UN_ARTILL_RUN_LOOP_FOREST&amp;lt;/FootstepAudioScript&amp;gt;&lt;br /&gt;
   &amp;lt;/FootstepSound&amp;gt;&lt;br /&gt;
   &amp;lt;FootstepSound&amp;gt;&lt;br /&gt;
    &amp;lt;FootstepAudioType&amp;gt;ENDSTEP_ARTILLERY&amp;lt;/FootstepAudioType&amp;gt;&lt;br /&gt;
    &amp;lt;FootstepAudioScript&amp;gt;AS3D_UN_ARTILL_RUN_END_FOREST&amp;lt;/FootstepAudioScript&amp;gt;&lt;br /&gt;
   &amp;lt;/FootstepSound&amp;gt;&lt;br /&gt;
   &amp;lt;FootstepSound&amp;gt;&lt;br /&gt;
    &amp;lt;FootstepAudioType&amp;gt;LOOPSTEP_WHEELS_3&amp;lt;/FootstepAudioType&amp;gt;&lt;br /&gt;
    &amp;lt;FootstepAudioScript&amp;gt;AS3D_UN_TREBUCHET_RUN_LEAVES&amp;lt;/FootstepAudioScript&amp;gt;&lt;br /&gt;
   &amp;lt;/FootstepSound&amp;gt;&lt;br /&gt;
   &amp;lt;FootstepSound&amp;gt;&lt;br /&gt;
    &amp;lt;FootstepAudioType&amp;gt;ENDSTEP_WHEELS_3&amp;lt;/FootstepAudioType&amp;gt;&lt;br /&gt;
    &amp;lt;FootstepAudioScript&amp;gt;AS3D_UN_TREBUCHET_STOP_LEAVES&amp;lt;/FootstepAudioScript&amp;gt;&lt;br /&gt;
    &amp;lt;/FootstepSound&amp;gt;&lt;br /&gt;
  &amp;lt;/FootstepSounds&amp;gt;&lt;br /&gt;
  &amp;lt;WorldSoundscapeAudioScript&amp;gt;ASSS_JUNGLE_SELECT_AMB&amp;lt;/WorldSoundscapeAudioScript&amp;gt;&lt;br /&gt;
  &amp;lt;EffectType&amp;gt;EFFECT_BIRDSCATTER&amp;lt;/EffectType&amp;gt;&lt;br /&gt;
  &amp;lt;iEffectProbability&amp;gt;15&amp;lt;/iEffectProbability&amp;gt;&lt;br /&gt;
  &amp;lt;iAdvancedStartRemoveCost&amp;gt;40&amp;lt;/iAdvancedStartRemoveCost&amp;gt;&lt;br /&gt;
 &amp;lt;/FeatureInfo&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Civ4_XML_Files}}&lt;/div&gt;</summary>
		<author><name>Deanej</name></author>
	</entry>
</feed>