So I've never liked how certain civs automatically transform the lands in their borders. This module removes the automatic transformation of lands for the Malakim, Cualli, Mazatl and yes, even the Illians. The Scions, Frozen, Infernals and all followers of the White hand will still slowly change their landscape. I also added a few other changes that prevent units from changing Erebus (or for it to change itself.) Scorch and Spring have been changed, and features now grow much, much slower. If you only want to play without terraforming and don't care for the changes to features and spells, delete all the XML except the NMT_CIV4CivilizationInfos.xml and NMT_CIV4CivilizationsSchema.xml files. This module should be loaded first. Spoiler Version 0.9 - 2010.08.19 : * Forests, New Forests, and Jungles now grow at about 1/8th the rate they used to. * Kelp and Kelp Forests grow at about 1/12th the rate they used to. * Reefs and Burnt Forests no longer grow. * Kelp movement cost reduced to 2. * Kelp forest and Reef movement cost reduced to 3. * Malakim no longer turn their lands into deserts. * Cualli and Mazatl no longer turn their lands into wetlands. * Illians no longer turn their lands into frost. Followers of the White Hand, regardless of civ, will still turn their lands into glaciers. * Mechanos and Jotnar Firekin no longer have access to Scorch. * The spell Scorch has been removed and replaced with Shine. * Shine increases the food yield of a plot with a farm on it by 1 food for 1 turn. It also removes invisibility from all units within 1 tile. It can be autocast. * The spell Spring no longer changes the terrain in the tile. * Spring will now provide fresh water on the tile for 1 turn. To install, extract the archive into the the Rise from Erebus/Assets/Modules/LoadOrderVitalModules/FirstLoad directory. Activating or deactivating this module will break your save games in an apocalyptic explosion. It's as if a million bits cried out in terror, and were suddenly silenced.