Here is an overview of the terrain elements. As you can see, moorland is included (although it looks a bit different than the one used in RFCE). There is no dense forest, but there are new forest like features which do have the same function as dense forest, like taiga.
The marsh feature in the Netherlands is to prevent foreign civs from settling in the Netherlands. It will disappear some time before the Dutch spawn. It is more for gameplay reasons than for accurate representation of the area. Unlike other marsh features, it is not placed on the marsh terrain type, but on regular grass for this reason. For the same reason a marsh is placed on the Venice tile.
If you have git, you can use that to gain access to the map and all assets.
Terrain:
Terrain features:
(Some features have multiple variations. Variations are used to get some more diversity on the map and/or have more accurate models for certain locations. Think of the forest with its 3 variations (leafy, evergreen and snowy). It is only graphical, the ingame stats are the same for all variations)
Resources:
Also, resources can have variations, like terrain features. These are versions of the same resource, but with different art. (For example, we now have brown cows and the old black and white cows) Some variations are different species which have the same function. (sheep and llamas are used for their wool, murex/henna/dye are used for dye etc)
I could type out all resources, but that takes some time. You can click on the link below, which takes you to the online repository of the XML file that contains the bonusses. Every entry between the <Type> tags upto BONUS_HIT_MOVIES are (new) resources. The rest are resource variations. It should be obvious which resources each entry is based on the keys
https://raw.githubusercontent.com/d...ion/map/Assets/XML/Terrain/CIV4BonusInfos.xml