Very important: 
1- Terrains definitions files should be prefixed with their UID.
2- No gap must be made in the list of UID.

List of possible keys entries:

UID = 
Name = 
Text =
Kind = 
0 (default) is a land, 1 is a water terrain.

Skirm   = 
LitFoot = 
MedFoot = 
HvyFoot = 
MedHorse= 
HvyHorse= 
Wheeled = 
Ocean = 
Shallow = 
AllWater =
If an entry for a move type is missing, then assumed to be = to Impossible cost


SneakBonus = 
Bonus to the HideValue of Sub-units

MaxRange = 
RangeMod = 
Range penalty (although an increase is possible)
Note: RangeMod is applied before MaxRange

ATKFire, DEFFire: a % modifier to fire (80 means that the base offensive fire is x0.8)

ATKTQ, DEFTQ:
A modifier to TQ.
ATKProt, DEFProt
An **absolute** modifier to the protection. (2 means that the protection is increased by 2)

Note: ATK and DEF here means the parent group is attacking/defending. It doesnt means DEf = at the receiving end of a fire/assault... eg if a unit belongs to a defending group, the unit will always use DEFTQ bonus even when it counter-assault the attacker.

Entry set 0 : for milicia infantry
Entry set 1 : for irregular infantry
Entry set 2 : for regular infantry
Entry set 3 : for cavalry units
Entry set 4 : for artillery and heavy units
Entry set 5 : for supplies and non fighting units
Entry set 6 : for ships