So I tested it and it's a little off:Sure, here you go. Uses lion animations.
<UnitArtInfo>
<Type>ART_DEF_UNIT_LYNX</Type>
<Button>Art/Interface/Buttons/Units/Lynx.dds</Button>
<fScale>14.8</fScale>
<fInterfaceScale>1.3</fInterfaceScale>
<NIF>Art/Units/Animals/Lynx/lynx.nif</NIF>
<KFM>Art/Units/Lion/Lion.kfm</KFM>
<!--KFM>Art/Units/Panther/Panther.kfm</KFM-->
<SHADERNIF>Art/Units/Lion/lynx.nif</SHADERNIF>
<!--ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/LionShadow.nif</ShadowNIF>
<ShadowAttachNode>LionBip Spine1</ShadowAttachNode>
<fShadowScale>1.0</fShadowScale>
</ShadowDef-->
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
</UnitArtInfo>
<UnitArtInfo>
<Type>ART_DEF_UNIT_LYNX</Type>
<Button>Art/Interface/Buttons/Units/Lynx.dds</Button>
<fScale>14.8</fScale>
<fInterfaceScale>1.3</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Animals/Lynx/lynx.nif</NIF>
<KFM>Art/Units/Lion/Lion.kfm</KFM>
<SHADERNIF>Art/Units/Animals/Lynx/lynx.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/LionShadow.nif</ShadowNIF>
<ShadowAttachNode>LionBip Spine1</ShadowAttachNode>
<fShadowScale>1.0</fShadowScale>
</ShadowDef>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.28</fRangedDeathTime>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>
It might still be XML, just not the ArtDefine - have you tried assigning the same ART_DEFINE to a different unit, for instance? Basically, isolate different factors to see what causes the issue to go away and reappear.Strangely I still have the light glitch:
If it's neither the nif nor the xml, than what can it be?
LSystem is definitely your friend here, but the easiest way to do that without going too in-depth, I feel, would literally be copying the farm's nif structure and LSystem entries.And here's an other thing I'm trying to achieve:
A new improvement (Preserve) that works similarly to Farm: have some buildings and land fields placed randomly on the tile.
Any advise?
I have switched Lion and Lynx models for the units, ant it's still on the Lynx model, although it is on the Lion unit now, while the Lynx unit has no issues with the Lion model. very confusingIt might still be XML, just not the ArtDefine - have you tried assigning the same ART_DEFINE to a different unit, for instance? Basically, isolate different factors to see what causes the issue to go away and reappear.

A rather confusing friend I'd sayLSystem is definitely your friend here, but the easiest way to do that without going too in-depth, I feel, would literally be copying the farm's nif structure and LSystem entries.

I'm gracious you did. Thanks!Ok, so I was trying to avoid exactly that, but it seems like I'll have to do some in-depth explaining.

I can't as obviously I can't test it in-game, and you don't even mention what is not ok. A couple of general tips though: 1) LSystem has its own error log file, 2) all edits to LSystem XML are applied real-time to a running game, so it's very easy to fine-tune on the fly.@Walter Hawkwood could you take look at my CIV4PlotLSystem file? Something is not okay with it. It's not urgent though.
Oh, sorry, you are right.don't even mention what is not ok
Well, yes, that is set to 1.Just a quick thought: did you set <bUseLSystem>1</bUseLSystem> in CIV4ImprovementInfos.xml?
<ImprovementArtInfo>
<Type>ART_DEF_IMPROVEMENT_PRESERVE</Type>
<bExtraAnimations>1</bExtraAnimations>
<fScale>1.0</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<NIF>Modules/Natural Wonders/Art/Natural Wonders/Preserve/an_eu_farm01.nif</NIF>
<KFM>Modules/Natural Wonders/Art/Natural Wonders/Preserve/an_eu_farm01.kfm</KFM>
<Button>,Art/Interface/Buttons/Builds/BuildFarm.dds,Art/Interface/Buttons/Actions_Builds_LeaderHeads_Specialists_Atlas.dds,3,7</Button>
</ImprovementArtInfo>
<LNode Name="GLeaf_2x1">
<Width>2</Width>
<Height>1</Height>
<Attribute Class="RegionTest">0</Attribute>
<ArtRef Name="art:crop">
<Attribute Class="Scalar">NIF:Modules/Natural Wonders/Art/Natural Wonders/Preserve/crops_w.nif::2x1</Attribute>
<Attribute Class="Improvement">IMPROVEMENT_PRESERVE</Attribute>
<Attribute Class="Bonus">NO_BONUS,BONUS_ALL</Attribute>
<Attribute Class="Scalar">bApplyRotation:1</Attribute>
<Attribute Class="Scalar">bZMode_Ground:1</Attribute>
<Attribute Class="Scalar">bCutTrees:1</Attribute>
<Attribute Class="Scalar">bForceGround:1</Attribute>
<Attribute Class="Scalar">bImprovementWorkedOnly:1</Attribute>
<Attribute Class="Scalar">bIrrigatedOnly:0</Attribute>
<Attribute Class="Scalar">szBatchGroup:farm_crop</Attribute>
<Scale>0.5</Scale>
</ArtRef>
<ArtRef Name="art:crop">
<Attribute Class="Scalar">NIF:Modules/Natural Wonders/Art/Natural Wonders/Preserve/crops_uw.nif::2x1</Attribute>
<Attribute Class="Improvement">IMPROVEMENT_PRESERVE</Attribute>
<Attribute Class="Bonus">NO_BONUS,BONUS_ALL</Attribute>
<Attribute Class="Scalar">bApplyRotation:1</Attribute>
<Attribute Class="Scalar">bZMode_Ground:1</Attribute>
<Attribute Class="Scalar">bCutTrees:1</Attribute>
<Attribute Class="Scalar">bForceGround:1</Attribute>
<Attribute Class="Scalar">bImprovementWorkedOnly:0</Attribute>
<Attribute Class="Scalar">bIrrigatedOnly:0</Attribute>
<Attribute Class="Scalar">szBatchGroup:farm_crop</Attribute>
<Scale>0.5</Scale>
</ArtRef>
<ArtRef Name="art:crop">
<Attribute Class="Scalar">NIF:Modules/Natural Wonders/Art/Natural Wonders/Preserve/crops_i_w.nif::2x1</Attribute>
<Attribute Class="Improvement">IMPROVEMENT_PRESERVE</Attribute>
<Attribute Class="Bonus">NO_BONUS,BONUS_ALL</Attribute>
<Attribute Class="Scalar">bApplyRotation:1</Attribute>
<Attribute Class="Scalar">bZMode_Ground:1</Attribute>
<Attribute Class="Scalar">bCutTrees:1</Attribute>
<Attribute Class="Scalar">bForceGround:1</Attribute>
<Attribute Class="Scalar">bImprovementWorkedOnly:1</Attribute>
<Attribute Class="Scalar">bIrrigatedOnly:1</Attribute>
<Attribute Class="Scalar">szBatchGroup:farm_crop</Attribute>
<Scale>0.5</Scale>
</ArtRef>
<ArtRef Name="art:crop">
<Attribute Class="Scalar">NIF:Modules/Natural Wonders/Art/Natural Wonders/Preserve/crops_i_uw.nif::2x1</Attribute>
<Attribute Class="Improvement">IMPROVEMENT_PRESERVE</Attribute>
<Attribute Class="Bonus">NO_BONUS,BONUS_ALL</Attribute>
<Attribute Class="Scalar">bApplyRotation:1</Attribute>
<Attribute Class="Scalar">bZMode_Ground:1</Attribute>
<Attribute Class="Scalar">bCutTrees:1</Attribute>
<Attribute Class="Scalar">bForceGround:1</Attribute>
<Attribute Class="Scalar">bImprovementWorkedOnly:0</Attribute>
<Attribute Class="Scalar">bIrrigatedOnly:1</Attribute>
<Attribute Class="Scalar">szBatchGroup:farm_crop</Attribute>
<Scale>0.5</Scale>
</ArtRef>
</LNode>
<LNode Name="GLeaf_2x2">
<Width>2</Width>
<Height>2</Height>
<Attribute Class="RegionTest">0</Attribute>
<ArtRef Name="art:crop">
<Attribute Class="Scalar">NIF:Modules/Natural Wonders/Art/Natural Wonders/Preserve/crops_w.nif::2x2</Attribute>
<Attribute Class="Improvement">IMPROVEMENT_PRESERVE</Attribute>
<Attribute Class="Bonus">NO_BONUS,BONUS_ALL</Attribute>
<Attribute Class="Scalar">bApplyRotation:1</Attribute>
<Attribute Class="Scalar">bZMode_Ground:1</Attribute>
<Attribute Class="Scalar">bForceGround:1</Attribute>
<Attribute Class="Scalar">bCutTrees:1</Attribute>
<Attribute Class="Scalar">bImprovementWorkedOnly:1</Attribute>
<Attribute Class="Scalar">bIrrigatedOnly:0</Attribute>
<Attribute Class="Scalar">szBatchGroup:farm_crop</Attribute>
<Scale>0.5</Scale>
</ArtRef>
<ArtRef Name="art:crop">
<Attribute Class="Scalar">NIF:Modules/Natural Wonders/Art/Natural Wonders/Preserve/crops_uw.nif::2x2</Attribute>
<Attribute Class="Improvement">IMPROVEMENT_PRESERVE</Attribute>
<Attribute Class="Bonus">NO_BONUS,BONUS_ALL</Attribute>
<Attribute Class="Scalar">bApplyRotation:1</Attribute>
<Attribute Class="Scalar">bZMode_Ground:1</Attribute>
<Attribute Class="Scalar">bForceGround:1</Attribute>
<Attribute Class="Scalar">bCutTrees:1</Attribute>
<Attribute Class="Scalar">bImprovementWorkedOnly:0</Attribute>
<Attribute Class="Scalar">bIrrigatedOnly:0</Attribute>
<Attribute Class="Scalar">szBatchGroup:farm_crop</Attribute>
<Scale>0.5</Scale>
</ArtRef>
<ArtRef Name="art:crop">
<Attribute Class="Scalar">NIF:Modules/Natural Wonders/Art/Natural Wonders/Preserve/crops_i_w.nif::2x2</Attribute>
<Attribute Class="Improvement">IMPROVEMENT_PRESERVE</Attribute>
<Attribute Class="Bonus">NO_BONUS,BONUS_ALL</Attribute>
<Attribute Class="Scalar">bApplyRotation:1</Attribute>
<Attribute Class="Scalar">bZMode_Ground:1</Attribute>
<Attribute Class="Scalar">bForceGround:1</Attribute>
<Attribute Class="Scalar">bCutTrees:1</Attribute>
<Attribute Class="Scalar">bImprovementWorkedOnly:1</Attribute>
<Attribute Class="Scalar">bIrrigatedOnly:1</Attribute>
<Attribute Class="Scalar">szBatchGroup:farm_crop</Attribute>
<Scale>0.5</Scale>
</ArtRef>
<ArtRef Name="art:crop">
<Attribute Class="Scalar">NIF:Modules/Natural Wonders/Art/Natural Wonders/Preserve/crops_i_uw.nif::2x2</Attribute>
<Attribute Class="Improvement">IMPROVEMENT_PRESERVE</Attribute>
<Attribute Class="Bonus">NO_BONUS,BONUS_ALL</Attribute>
<Attribute Class="Scalar">bApplyRotation:1</Attribute>
<Attribute Class="Scalar">bZMode_Ground:1</Attribute>
<Attribute Class="Scalar">bForceGround:1</Attribute>
<Attribute Class="Scalar">bCutTrees:1</Attribute>
<Attribute Class="Scalar">bImprovementWorkedOnly:0</Attribute>
<Attribute Class="Scalar">bIrrigatedOnly:1</Attribute>
<Attribute Class="Scalar">szBatchGroup:farm_crop</Attribute>
<Scale>0.5</Scale>
</ArtRef>
<!-- <ArtRef Name="art:crop">
<Attribute Class="Scalar">NIF:Art/Terrain/Resources/rice/rice.nif</Attribute>
<Attribute Class="Improvement">IMPROVEMENT_PRESERVE</Attribute>
<Attribute Class="Bonus">NO_BONUS,BONUS_ALL,!BONUS_WHEAT,!BONUS_CORN,!BONUS_POTATO</Attribute>
<Attribute Class="ArtStyle">ARTSTYLE_JAPAN,ARTSTYLE_SOUTH_EAST_ASIA</Attribute>
<Attribute Class="Scalar">bApplyRotation:1</Attribute>
<Attribute Class="Scalar">bZMode_Ground:1</Attribute>
<Attribute Class="Scalar">bForceGround:1</Attribute>
<Attribute Class="Scalar">bCutTrees:1</Attribute>
<Attribute Class="Scalar">bImprovementWorkedOnly:0</Attribute>
<Attribute Class="Scalar">bIrrigatedOnly:1</Attribute>
<Attribute Class="Scalar">szBatchGroup:farm_crop</Attribute>
<Scale>0.5</Scale>
</ArtRef> -->
</LNode>
<LNode Name="GLeaf_3x2">
<Width>3</Width>
<Height>2</Height>
<Attribute Class="RegionTest">0</Attribute>
<ArtRef Name="art:crop">
<Attribute Class="Scalar">NIF:Modules/Natural Wonders/Art/Natural Wonders/Preserve/crops_w.nif::2x3</Attribute>
<Attribute Class="Improvement">IMPROVEMENT_PRESERVE</Attribute>
<Attribute Class="Bonus">NO_BONUS,BONUS_ALL</Attribute>
<Attribute Class="Scalar">bApplyRotation:1</Attribute>
<Attribute Class="Scalar">bZMode_Ground:1</Attribute>
<Attribute Class="Scalar">bForceGround:1</Attribute>
<Attribute Class="Scalar">bCutTrees:1</Attribute>
<Attribute Class="Scalar">bImprovementWorkedOnly:1</Attribute>
<Attribute Class="Scalar">bIsPartOfImprovement:1</Attribute>
<Attribute Class="Scalar">bIrrigatedOnly:0</Attribute>
<Attribute Class="Scalar">szBatchGroup:farm_crop</Attribute>
<Scale>0.5</Scale>
<Rotate>90</Rotate>
</ArtRef>
<ArtRef Name="art:crop">
<Attribute Class="Scalar">NIF:Modules/Natural Wonders/Art/Natural Wonders/Preserve/crops_uw.nif::2x3</Attribute>
<Attribute Class="Improvement">IMPROVEMENT_PRESERVE</Attribute>
<Attribute Class="Bonus">NO_BONUS,BONUS_ALL</Attribute>
<Attribute Class="Scalar">bApplyRotation:1</Attribute>
<Attribute Class="Scalar">bZMode_Ground:1</Attribute>
<Attribute Class="Scalar">bForceGround:1</Attribute>
<Attribute Class="Scalar">bCutTrees:1</Attribute>
<Attribute Class="Scalar">bImprovementWorkedOnly:0</Attribute>
<Attribute Class="Scalar">bIrrigatedOnly:0</Attribute>
<Attribute Class="Scalar">szBatchGroup:farm_crop</Attribute>
<Scale>0.5</Scale>
<Rotate>90</Rotate>
</ArtRef>
<ArtRef Name="art:crop">
<Attribute Class="Scalar">NIF:Modules/Natural Wonders/Art/Natural Wonders/Preserve/crops_i_w.nif::2x3</Attribute>
<Attribute Class="Improvement">IMPROVEMENT_PRESERVE</Attribute>
<Attribute Class="Bonus">NO_BONUS,BONUS_ALL</Attribute>
<Attribute Class="Scalar">bApplyRotation:1</Attribute>
<Attribute Class="Scalar">bZMode_Ground:1</Attribute>
<Attribute Class="Scalar">bForceGround:1</Attribute>
<Attribute Class="Scalar">bCutTrees:1</Attribute>
<Attribute Class="Scalar">bImprovementWorkedOnly:1</Attribute>
<Attribute Class="Scalar">bIsPartOfImprovement:1</Attribute>
<Attribute Class="Scalar">bIrrigatedOnly:1</Attribute>
<Attribute Class="Scalar">szBatchGroup:farm_crop</Attribute>
<Scale>0.5</Scale>
<Rotate>90</Rotate>
</ArtRef>
<ArtRef Name="art:crop">
<Attribute Class="Scalar">NIF:Modules/Natural Wonders/Art/Natural Wonders/Preserve/crops_i_uw.nif::2x3</Attribute>
<Attribute Class="Improvement">IMPROVEMENT_PRESERVE</Attribute>
<Attribute Class="Bonus">NO_BONUS,BONUS_ALL</Attribute>
<Attribute Class="Scalar">bApplyRotation:1</Attribute>
<Attribute Class="Scalar">bZMode_Ground:1</Attribute>
<Attribute Class="Scalar">bForceGround:1</Attribute>
<Attribute Class="Scalar">bCutTrees:1</Attribute>
<Attribute Class="Scalar">bImprovementWorkedOnly:0</Attribute>
<Attribute Class="Scalar">bIrrigatedOnly:1</Attribute>
<Attribute Class="Scalar">szBatchGroup:farm_crop</Attribute>
<Scale>0.5</Scale>
<Rotate>90</Rotate>
</ArtRef>
</LNode>
<LNode Name="GLeaf_4x2">
<Width>4</Width>
<Height>2</Height>
<Attribute Class="RegionTest">0</Attribute>
<ArtRef Name="art:crop">
<Attribute Class="Scalar">NIF:Modules/Natural Wonders/Art/Natural Wonders/Preserve/crops_w.nif::4x2</Attribute>
<Attribute Class="Improvement">IMPROVEMENT_PRESERVE</Attribute>
<Attribute Class="Bonus">NO_BONUS,BONUS_ALL</Attribute>
<Attribute Class="Scalar">bApplyRotation:1</Attribute>
<Attribute Class="Scalar">bZMode_Ground:1</Attribute>
<Attribute Class="Scalar">bForceGround:1</Attribute>
<Attribute Class="Scalar">bCutTrees:1</Attribute>
<Attribute Class="Scalar">bImprovementWorkedOnly:1</Attribute>
<Attribute Class="Scalar">bIrrigatedOnly:0</Attribute>
<Attribute Class="Scalar">szBatchGroup:farm_crop</Attribute>
<Scale>0.5</Scale>
</ArtRef>
<ArtRef Name="art:crop">
<Attribute Class="Scalar">NIF:Modules/Natural Wonders/Art/Natural Wonders/Preserve/crops_uw.nif::4x2</Attribute>
<Attribute Class="Improvement">IMPROVEMENT_PRESERVE</Attribute>
<Attribute Class="Bonus">NO_BONUS,BONUS_ALL</Attribute>
<Attribute Class="Scalar">bApplyRotation:1</Attribute>
<Attribute Class="Scalar">bZMode_Ground:1</Attribute>
<Attribute Class="Scalar">bForceGround:1</Attribute>
<Attribute Class="Scalar">bCutTrees:1</Attribute>
<Attribute Class="Scalar">bImprovementWorkedOnly:0</Attribute>
<Attribute Class="Scalar">bIrrigatedOnly:0</Attribute>
<Attribute Class="Scalar">szBatchGroup:farm_crop</Attribute>
<Scale>0.5</Scale>
</ArtRef>
<ArtRef Name="art:crop">
<Attribute Class="Scalar">NIF:Modules/Natural Wonders/Art/Natural Wonders/Preserve/crops_i_w.nif::4x2</Attribute>
<Attribute Class="Improvement">IMPROVEMENT_PRESERVE</Attribute>
<Attribute Class="Bonus">NO_BONUS,BONUS_ALL</Attribute>
<Attribute Class="Scalar">bApplyRotation:1</Attribute>
<Attribute Class="Scalar">bZMode_Ground:1</Attribute>
<Attribute Class="Scalar">bForceGround:1</Attribute>
<Attribute Class="Scalar">bCutTrees:1</Attribute>
<Attribute Class="Scalar">bImprovementWorkedOnly:1</Attribute>
<Attribute Class="Scalar">bIrrigatedOnly:1</Attribute>
<Attribute Class="Scalar">szBatchGroup:farm_crop</Attribute>
<Scale>0.5</Scale>
</ArtRef>
<ArtRef Name="art:crop">
<Attribute Class="Scalar">NIF:Modules/Natural Wonders/Art/Natural Wonders/Preserve/crops_i_uw.nif::4x2</Attribute>
<Attribute Class="Improvement">IMPROVEMENT_PRESERVE</Attribute>
<Attribute Class="Bonus">NO_BONUS,BONUS_ALL</Attribute>
<Attribute Class="Scalar">bApplyRotation:1</Attribute>
<Attribute Class="Scalar">bZMode_Ground:1</Attribute>
<Attribute Class="Scalar">bForceGround:1</Attribute>
<Attribute Class="Scalar">bCutTrees:1</Attribute>
<Attribute Class="Scalar">bImprovementWorkedOnly:0</Attribute>
<Attribute Class="Scalar">bIrrigatedOnly:1</Attribute>
<Attribute Class="Scalar">szBatchGroup:farm_crop</Attribute>
<Scale>0.5</Scale>
</ArtRef>
</LNode>
<!-- Regular Non-rice farm: Place a farm in the mix -->
<LProduction From="Node_4x4">
<Attribute Class="Improvement">IMPROVEMENT_FARM,IMPROVEMENT_VERTICAL_FARM,IMPROVEMENT_PRESERVE</Attribute>
<Attribute Class="Bonus">NO_BONUS,BONUS_ALL,!BONUS_RICE,!BONUS_WHEAT,!BONUS_POTATO</Attribute>
<Attribute Class="Scalar">bNotBFS:1</Attribute>
<To Name="Farm_4x4"/>
<To Name="GNode_4x4"/>
</LProduction>
<LProduction From="GNode_4x4">
<To Name="GLeaf_4x2">
<Translate>0,1</Translate>
</To>
<To Name="GLeaf_4x2">
<Translate>0,-1</Translate>
</To>
</LProduction>
<!-- SPECIAL Rice & wheat farm: Place a farm in the top-right of the plot -->
<LProduction Name="4x4_Farm_Rice" From="Node_12x12">
<Attribute Class="Improvement">IMPROVEMENT_FARM,IMPROVEMENT_VERTICAL_FARM,IMPROVEMENT_PRESERVE</Attribute>
<Attribute Class="Bonus">BONUS_RICE,BONUS_WHEAT,BONUS_POTATO</Attribute>
<To Name="Farm_4x4">
<Translate>3,3</Translate>
</To>
</LProduction>
<LProduction Name="4x4_Farm_Rice2" From="Node_12x12">
<Attribute Class="Improvement">IMPROVEMENT_FARM,IMPROVEMENT_VERTICAL_FARM,IMPROVEMENT_PRESERVE</Attribute>
<Attribute Class="Bonus">BONUS_RICE,BONUS_WHEAT,BONUS_POTATO</Attribute>
<To Name="Farm_4x4">
<Translate>-3,3</Translate>
</To>
</LProduction>
<LProduction Name="4x4_Farm_Rice3" From="Node_12x12">
<Attribute Class="Improvement">IMPROVEMENT_FARM,IMPROVEMENT_VERTICAL_FARM,IMPROVEMENT_PRESERVE</Attribute>
<Attribute Class="Bonus">BONUS_RICE,BONUS_WHEAT,BONUS_POTATO</Attribute>
<To Name="Farm_4x4">
<Translate>-3,-3</Translate>
</To>
</LProduction>
<LProduction Name="4x4_Farm_Rice4" From="Node_12x12">
<Attribute Class="Improvement">IMPROVEMENT_FARM,IMPROVEMENT_VERTICAL_FARM,IMPROVEMENT_PRESERVE</Attribute>
<Attribute Class="Bonus">BONUS_RICE,BONUS_WHEAT,BONUS_POTATO</Attribute>
<To Name="Farm_4x4">
<Translate>3,-3</Translate>
</To>
</LProduction>
(...)
<LProduction From="Node_4x2" Name="P4x2_A">
<Attribute Class="Improvement">IMPROVEMENT_FARM,IMPROVEMENT_VERTICAL_FARM,IMPROVEMENT_PRESERVE</Attribute>
<Attribute Class="RegionTest">0</Attribute>
<To Name="GLeaf_4x2"/>
<To Name="BLeaf_4x2"/>
</LProduction>