If the change to the exe goes live, my terraintypes will only be my own, they won't modify anything with the normal ones. So it should be completely compatible with other terrain mods.
Running Frogboy's modded exe this is what it looks like
<?xml version="1.0" encoding="iso-8859-1"?>
<TerrainTypes>
<DataChecksum NoParse="1">
<Ignore>DisplayName</Ignore>
<Translate>DisplayName,TerrainName</Translate>
</DataChecksum>
<!-- Lands -->
<TerrainType InternalName="Magmariver">
<TerrainMovementNote>Blocked</TerrainMovementNote>
<DisplayName>Magma River</DisplayName>
<MaxHeight>50</MaxHeight>
<MinHeight>50</MinHeight>
<MovementCost>10</MovementCost>
<Category>City</Category>
<IsTerrainFeature>1</IsTerrainFeature>
<IsBaseTerrain>0</IsBaseTerrain>
<PassableByLandUnits>0</PassableByLandUnits>
<PassableByWaterUnits>0</PassableByWaterUnits>
<PassableByAirUnits>1</PassableByAirUnits>
<SuitableForStartingLocation>0</SuitableForStartingLocation>
<Indestructable>0</Indestructable>
<MinTilesPerSplat>0</MinTilesPerSplat>
<MaxTilesPerSplat>0</MaxTilesPerSplat>
<MinBrushRadius>3</MinBrushRadius>
<MaxBrushRadius>4</MaxBrushRadius>
<GenMethod>Radial</GenMethod>
<PlacementOrder>10</PlacementOrder>
<SupportsSubTerrain>true</SupportsSubTerrain>
<IsBorderTerrain>1</IsBorderTerrain>
<CannotBorder>Category:Water</CannotBorder>
<MapGenPlaceChance>0</MapGenPlaceChance>
<TerrainObjectType>ChasmEdge</TerrainObjectType>
<GameModifier InternalName="CityTileYield_Forest">
<ModType>Resource</ModType>
<Attribute>TileYieldMaterials</Attribute>
<Value>3</Value>
<PerTurn>1</PerTurn>
</GameModifier>
<GameModifier InternalName="CityTileYield_River_Grain">
<ModType>Resource</ModType>
<Attribute>TileYieldGrain</Attribute>
<Value>1.5</Value>
<PerTurn>1</PerTurn>
</GameModifier>
<TerrainTypeEnvData>
<ClothMapColor>255,128,0</ClothMapColor>
<Environment>Barren</Environment>
<Texture>gfx/terrain/Terrain_City_Dirt.dds</Texture>
<TextureWeight>0.8000</TextureWeight>
<DistanceFogColor>94,89,76</DistanceFogColor>
<TacticalMap>T_Magmariver_Barren</TacticalMap>
</TerrainTypeEnvData>
<TerrainTypeEnvData>
<ClothMapColor>255,128,0</ClothMapColor>
<Environment>Dead</Environment>
<GrantsTileYields>1</GrantsTileYields>
<Texture>gfx/terrain/Terrain_City_Dirt.dds</Texture>
<TextureWeight>0.8000</TextureWeight>
<TacticalMap>T_Magmariver_Fallen</TacticalMap>
<DistanceFogColor>94,89,76</DistanceFogColor>
</TerrainTypeEnvData>
<TerrainTypeEnvData>
<ClothMapColor>255,128,0</ClothMapColor>
<Environment>Grassland</Environment>
<GrantsTileYields>1</GrantsTileYields>
<Texture>gfx/terrain/Terrain_City_Dirt.dds</Texture>
<TextureWeight>0.8000</TextureWeight>
<TacticalMap>T_Magmariver_Kingdom</TacticalMap>
<DistanceFogColor>200,220,228</DistanceFogColor>
</TerrainTypeEnvData>
</TerrainType>
<TerrainType InternalName="Poisonriver">
<TerrainMovementNote>Blocked</TerrainMovementNote>
<DisplayName>Poisoned River</DisplayName>
<MaxHeight>50</MaxHeight>
<MinHeight>50</MinHeight>
<MovementCost>10</MovementCost>
<Category>City</Category>
<IsTerrainFeature>0</IsTerrainFeature>
<IsBaseTerrain>1</IsBaseTerrain>
<PassableByLandUnits>0</PassableByLandUnits>
<PassableByWaterUnits>0</PassableByWaterUnits>
<PassableByAirUnits>1</PassableByAirUnits>
<SuitableForStartingLocation>0</SuitableForStartingLocation>
<Indestructable>0</Indestructable>
<MinTilesPerSplat>0</MinTilesPerSplat>
<MaxTilesPerSplat>0</MaxTilesPerSplat>
<MinBrushRadius>3</MinBrushRadius>
<MaxBrushRadius>4</MaxBrushRadius>
<GenMethod>Radial</GenMethod>
<PlacementOrder>1</PlacementOrder>
<SupportsSubTerrain>false</SupportsSubTerrain>
<IsBorderTerrain>0</IsBorderTerrain>
<CannotBorder>Category:Water</CannotBorder>
<MapGenPlaceChance>0</MapGenPlaceChance>
<TerrainObjectType>ChasmEdge</TerrainObjectType>
<GameModifier InternalName="CityTileYield_Fertile">
<ModType>Resource</ModType>
<Attribute>TileYieldGrain</Attribute>
<Value>1.5</Value>
<PerTurn>1</PerTurn>
</GameModifier>
<TerrainTypeEnvData>
<ClothMapColor>80,156,38</ClothMapColor>
<Environment>Barren</Environment>
<Texture>gfx/terrain/swamp.dds</Texture>
<TextureWeight>1.0000</TextureWeight>
<TacticalMap>T_Poisonriver_Barren</TacticalMap>
</TerrainTypeEnvData>
<TerrainTypeEnvData>
<ClothMapColor>80,156,38</ClothMapColor>
<Environment>Dead</Environment>
<Texture>gfx/terrain/swamp.dds</Texture>
<TextureWeight>1.0000</TextureWeight>
<TacticalMap>T_Poisonriver_Fallen</TacticalMap>
</TerrainTypeEnvData>
<TerrainTypeEnvData>
<ClothMapColor>80,156,38</ClothMapColor>
<Environment>Grassland</Environment>
<Texture>gfx/terrain/swamp.dds</Texture>
<TextureWeight>1.0000</TextureWeight>
<TacticalMap>T_Poisonriver_Kingdom</TacticalMap>
</TerrainTypeEnvData>
</TerrainType>
<TerrainType InternalName="Bloodriver">
<TerrainMovementNote>Blocked</TerrainMovementNote>
<DisplayName>River of Blood</DisplayName>
<MaxHeight>50</MaxHeight>
<MinHeight>50</MinHeight>
<MovementCost>10</MovementCost>
<Category>City</Category>
<IsTerrainFeature>0</IsTerrainFeature>
<IsBaseTerrain>1</IsBaseTerrain>
<PassableByLandUnits>0</PassableByLandUnits>
<PassableByWaterUnits>0</PassableByWaterUnits>
<PassableByAirUnits>1</PassableByAirUnits>
<SuitableForStartingLocation>0</SuitableForStartingLocation>
<Indestructable>0</Indestructable>
<MinTilesPerSplat>0</MinTilesPerSplat>
<MaxTilesPerSplat>0</MaxTilesPerSplat>
<MinBrushRadius>3</MinBrushRadius>
<MaxBrushRadius>4</MaxBrushRadius>
<GenMethod>Radial</GenMethod>
<PlacementOrder>1</PlacementOrder>
<SupportsSubTerrain>false</SupportsSubTerrain>
<IsBorderTerrain>0</IsBorderTerrain>
<CannotBorder>Category:Water</CannotBorder>
<MapGenPlaceChance>0</MapGenPlaceChance>
<TerrainObjectType>ChasmEdge</TerrainObjectType>
<GameModifier InternalName="CityTileYield_River_Grain">
<ModType>Resource</ModType>
<Attribute>TileYieldGrain</Attribute>
<Value>3</Value>
<PerTurn>1</PerTurn>
</GameModifier>
<TerrainTypeEnvData>
<ClothMapColor>150,0,0</ClothMapColor>
<Environment>Barren</Environment>
<Texture>gfx/terrain/barren_ground_fertile.dds</Texture>
<TextureWeight>0.3000</TextureWeight>
<TacticalMap>T_Bloodriver_Barren</TacticalMap>
</TerrainTypeEnvData>
<TerrainTypeEnvData>
<ClothMapColor>150,0,0</ClothMapColor>
<Environment>Dead</Environment>
<GrantsTileYields>1</GrantsTileYields>
<Texture>gfx/terrain/fallen_ground_fertile.dds</Texture>
<TextureWeight>0.5000</TextureWeight>
<TacticalMap>T_Bloodriver_Fallen</TacticalMap>
<DistanceFogColor>94,89,76</DistanceFogColor>
</TerrainTypeEnvData>
<TerrainTypeEnvData>
<ClothMapColor>150,0,0</ClothMapColor>
<Environment>Grassland</Environment>
<GrantsTileYields>1</GrantsTileYields>
<Texture>gfx/terrain/light_grass_fertile.dds</Texture>
<TacticalMap>T_Bloodriver_Kingdom</TacticalMap>
<TextureWeight>0.3000</TextureWeight>
</TerrainTypeEnvData>
</TerrainType>
<TerrainType InternalName="Deathriver">
<TerrainMovementNote>Blocked</TerrainMovementNote>
<DisplayName>Corrupted river</DisplayName>
<MaxHeight>50</MaxHeight>
<MinHeight>50</MinHeight>
<MovementCost>10</MovementCost>
<Category>City</Category>
<IsTerrainFeature>1</IsTerrainFeature>
<IsBaseTerrain>0</IsBaseTerrain>
<PassableByLandUnits>0</PassableByLandUnits>
<PassableByWaterUnits>0</PassableByWaterUnits>
<PassableByAirUnits>1</PassableByAirUnits>
<SuitableForStartingLocation>0</SuitableForStartingLocation>
<Indestructable>0</Indestructable>
<MinTilesPerSplat>0</MinTilesPerSplat>
<MaxTilesPerSplat>0</MaxTilesPerSplat>
<MinBrushRadius>3</MinBrushRadius>
<MaxBrushRadius>4</MaxBrushRadius>
<GenMethod>Radial</GenMethod>
<GameModifier InternalName="CityTileYield_Fertile">
<ModType>Resource</ModType>
<Attribute>TileYieldEssence</Attribute>
<Value>1.5</Value>
<PerTurn>1</PerTurn>
</GameModifier>
<GameModifier InternalName="CityTileYield_River_Grain">
<ModType>Resource</ModType>
<Attribute>TileYieldGrain</Attribute>
<Value>1.5</Value>
<PerTurn>1</PerTurn>
</GameModifier>
<PlacementOrder>10</PlacementOrder>
<SupportsSubTerrain>true</SupportsSubTerrain>
<IsBorderTerrain>1</IsBorderTerrain>
<CannotBorder>Category:Water</CannotBorder>
<MapGenPlaceChance>0</MapGenPlaceChance>
<TerrainObjectType>ChasmEdge</TerrainObjectType>
<TerrainTypeEnvData>
<ClothMapColor>20,20,20</ClothMapColor>
<Environment>Barren</Environment>
<Texture>gfx/terrain/fallen_ground_fertile.dds</Texture>
<TextureWeight>0.8000</TextureWeight>
<DistanceFogColor>94,89,76</DistanceFogColor>
<TacticalMap>T_deathriver_Barren</TacticalMap>
</TerrainTypeEnvData>
<TerrainTypeEnvData>
<ClothMapColor>20,20,20</ClothMapColor>
<Environment>Dead</Environment>
<GrantsTileYields>1</GrantsTileYields>
<Texture>gfx/terrain/fallen_ground_fertile.dds</Texture>
<TextureWeight>0.8000</TextureWeight>
<TacticalMap>T_deathriver_Fallen</TacticalMap>
<DistanceFogColor>94,89,76</DistanceFogColor>
</TerrainTypeEnvData>
<TerrainTypeEnvData>
<ClothMapColor>20,20,20</ClothMapColor>
<Environment>Grassland</Environment>
<GrantsTileYields>1</GrantsTileYields>
<Texture>gfx/terrain/fallen_ground_fertile.dds</Texture>
<TextureWeight>0.8000</TextureWeight>
<TacticalMap>T_deathriver_Kingdom</TacticalMap>
<DistanceFogColor>200,220,228</DistanceFogColor>
</TerrainTypeEnvData>
</TerrainType>
<TerrainType InternalName="Magmariverbridge">
<TerrainMovementNote>1x Movement</TerrainMovementNote>
<DisplayName>Bridge</DisplayName>
<MaxHeight>50</MaxHeight>
<MinHeight>50</MinHeight>
<MovementCost>10</MovementCost>
<Category>City</Category>
<IsTerrainFeature>1</IsTerrainFeature>
<IsBaseTerrain>0</IsBaseTerrain>
<PassableByLandUnits>1</PassableByLandUnits>
<PassableByWaterUnits>0</PassableByWaterUnits>
<PassableByAirUnits>1</PassableByAirUnits>
<SuitableForStartingLocation>1</SuitableForStartingLocation>
<Indestructable>0</Indestructable>
<MinTilesPerSplat>0</MinTilesPerSplat>
<MaxTilesPerSplat>0</MaxTilesPerSplat>
<MinBrushRadius>3</MinBrushRadius>
<MaxBrushRadius>4</MaxBrushRadius>
<GenMethod>Radial</GenMethod>
<PlacementOrder>10</PlacementOrder>
<SupportsSubTerrain>true</SupportsSubTerrain>
<IsBorderTerrain>1</IsBorderTerrain>
<CannotBorder>Category:Water</CannotBorder>
<MapGenPlaceChance>0</MapGenPlaceChance>
<TerrainObjectType>ChasmEdge</TerrainObjectType>
<GameModifier InternalName="CityTileYield_Forest">
<ModType>Resource</ModType>
<Attribute>TileYieldMaterials</Attribute>
<Value>3</Value>
<PerTurn>1</PerTurn>
</GameModifier>
<TerrainTypeEnvData>
<ClothMapColor>150,165,170</ClothMapColor>
<Environment>Barren</Environment>
<Texture>gfx/terrain/Terrain_City_Dirt.dds</Texture>
<TextureWeight>0.8000</TextureWeight>
<DistanceFogColor>94,89,76</DistanceFogColor>
<TacticalMap>T_Magmariver_Barren</TacticalMap>
</TerrainTypeEnvData>
<TerrainTypeEnvData>
<ClothMapColor>150,165,170</ClothMapColor>
<Environment>Dead</Environment>
<GrantsTileYields>1</GrantsTileYields>
<Texture>gfx/terrain/Terrain_City_Dirt.dds</Texture>
<TextureWeight>0.8000</TextureWeight>
<TacticalMap>T_Magmariver_Fallen</TacticalMap>
<DistanceFogColor>94,89,76</DistanceFogColor>
</TerrainTypeEnvData>
<TerrainTypeEnvData>
<ClothMapColor>150,165,170</ClothMapColor>
<Environment>Grassland</Environment>
<GrantsTileYields>1</GrantsTileYields>
<Texture>gfx/terrain/Terrain_City_Dirt.dds</Texture>
<TextureWeight>0.8000</TextureWeight>
<TacticalMap>T_Magmariver_Kingdom</TacticalMap>
<DistanceFogColor>200,220,228</DistanceFogColor>
</TerrainTypeEnvData>
</TerrainType>
<TerrainType InternalName="Bloodriverbridge">
<TerrainMovementNote>1x Movement</TerrainMovementNote>
<DisplayName>Bridge</DisplayName>
<MaxHeight>50</MaxHeight>
<MinHeight>50</MinHeight>
<MovementCost>10</MovementCost>
<Category>City</Category>
<IsTerrainFeature>1</IsTerrainFeature>
<IsBaseTerrain>0</IsBaseTerrain>
<PassableByLandUnits>1</PassableByLandUnits>
<PassableByWaterUnits>0</PassableByWaterUnits>
<PassableByAirUnits>1</PassableByAirUnits>
<SuitableForStartingLocation>1</SuitableForStartingLocation>
<Indestructable>0</Indestructable>
<MinTilesPerSplat>0</MinTilesPerSplat>
<MaxTilesPerSplat>0</MaxTilesPerSplat>
<MinBrushRadius>3</MinBrushRadius>
<MaxBrushRadius>4</MaxBrushRadius>
<GenMethod>Radial</GenMethod>
<PlacementOrder>10</PlacementOrder>
<SupportsSubTerrain>true</SupportsSubTerrain>
<IsBorderTerrain>1</IsBorderTerrain>
<CannotBorder>Category:Water</CannotBorder>
<MapGenPlaceChance>0</MapGenPlaceChance>
<TerrainObjectType>ChasmEdge</TerrainObjectType>
<GameModifier InternalName="CityTileYield_River_Grain">
<ModType>Resource</ModType>
<Attribute>TileYieldGrain</Attribute>
<Value>3</Value>
<PerTurn>1</PerTurn>
</GameModifier>
<TerrainTypeEnvData>
<ClothMapColor>150,165,170</ClothMapColor>
<Environment>Barren</Environment>
<Texture>gfx/terrain/Terrain_City_Dirt.dds</Texture>
<TextureWeight>0.8000</TextureWeight>
<DistanceFogColor>94,89,76</DistanceFogColor>
<TacticalMap>T_Magmariver_Barren</TacticalMap>
</TerrainTypeEnvData>
<TerrainTypeEnvData>
<ClothMapColor>150,165,170</ClothMapColor>
<Environment>Dead</Environment>
<GrantsTileYields>1</GrantsTileYields>
<Texture>gfx/terrain/Terrain_City_Dirt.dds</Texture>
<TextureWeight>0.8000</TextureWeight>
<TacticalMap>T_Magmariver_Fallen</TacticalMap>
<DistanceFogColor>94,89,76</DistanceFogColor>
</TerrainTypeEnvData>
<TerrainTypeEnvData>
<ClothMapColor>150,165,170</ClothMapColor>
<Environment>Grassland</Environment>
<GrantsTileYields>1</GrantsTileYields>
<Texture>gfx/terrain/Terrain_City_Dirt.dds</Texture>
<TextureWeight>0.8000</TextureWeight>
<TacticalMap>T_Magmariver_Kingdom</TacticalMap>
<DistanceFogColor>200,220,228</DistanceFogColor>
</TerrainTypeEnvData>
</TerrainType>
<TerrainType InternalName="Deathriverbridge">
<TerrainMovementNote>1x Movement</TerrainMovementNote>
<DisplayName>Bridge</DisplayName>
<MaxHeight>50</MaxHeight>
<MinHeight>50</MinHeight>
<MovementCost>10</MovementCost>
<Category>City</Category>
<IsTerrainFeature>1</IsTerrainFeature>
<IsBaseTerrain>0</IsBaseTerrain>
<PassableByLandUnits>1</PassableByLandUnits>
<PassableByWaterUnits>0</PassableByWaterUnits>
<PassableByAirUnits>1</PassableByAirUnits>
<SuitableForStartingLocation>1</SuitableForStartingLocation>
<Indestructable>0</Indestructable>
<MinTilesPerSplat>0</MinTilesPerSplat>
<MaxTilesPerSplat>0</MaxTilesPerSplat>
<MinBrushRadius>3</MinBrushRadius>
<MaxBrushRadius>4</MaxBrushRadius>
<GenMethod>Radial</GenMethod>
<PlacementOrder>10</PlacementOrder>
<SupportsSubTerrain>true</SupportsSubTerrain>
<IsBorderTerrain>1</IsBorderTerrain>
<CannotBorder>Category:Water</CannotBorder>
<MapGenPlaceChance>0</MapGenPlaceChance>
<TerrainObjectType>ChasmEdge</TerrainObjectType>
<GameModifier InternalName="CityTileYield_Fertile">
<ModType>Resource</ModType>
<Attribute>TileYieldEssence</Attribute>
<Value>1.5</Value>
<PerTurn>1</PerTurn>
</GameModifier>
<TerrainTypeEnvData>
<ClothMapColor>150,165,170</ClothMapColor>
<Environment>Barren</Environment>
<Texture>gfx/terrain/Terrain_City_Dirt.dds</Texture>
<TextureWeight>0.8000</TextureWeight>
<DistanceFogColor>94,89,76</DistanceFogColor>
<TacticalMap>T_Magmariver_Barren</TacticalMap>
</TerrainTypeEnvData>
<TerrainTypeEnvData>
<ClothMapColor>150,165,170</ClothMapColor>
<Environment>Dead</Environment>
<GrantsTileYields>1</GrantsTileYields>
<Texture>gfx/terrain/Terrain_City_Dirt.dds</Texture>
<TextureWeight>0.8000</TextureWeight>
<TacticalMap>T_Magmariver_Fallen</TacticalMap>
<DistanceFogColor>94,89,76</DistanceFogColor>
</TerrainTypeEnvData>
<TerrainTypeEnvData>
<ClothMapColor>150,165,170</ClothMapColor>
<Environment>Grassland</Environment>
<GrantsTileYields>1</GrantsTileYields>
<Texture>gfx/terrain/Terrain_City_Dirt.dds</Texture>
<TextureWeight>0.8000</TextureWeight>
<TacticalMap>T_Magmariver_Kingdom</TacticalMap>
<DistanceFogColor>200,220,228</DistanceFogColor>
</TerrainTypeEnvData>
</TerrainType>
<TerrainType InternalName="Poisonriverbridge">
<TerrainMovementNote>1x Movement</TerrainMovementNote>
<DisplayName>Bridge</DisplayName>
<MaxHeight>50</MaxHeight>
<MinHeight>50</MinHeight>
<MovementCost>10</MovementCost>
<Category>City</Category>
<IsTerrainFeature>1</IsTerrainFeature>
<IsBaseTerrain>0</IsBaseTerrain>
<PassableByLandUnits>1</PassableByLandUnits>
<PassableByWaterUnits>0</PassableByWaterUnits>
<PassableByAirUnits>1</PassableByAirUnits>
<SuitableForStartingLocation>1</SuitableForStartingLocation>
<Indestructable>0</Indestructable>
<MinTilesPerSplat>0</MinTilesPerSplat>
<MaxTilesPerSplat>0</MaxTilesPerSplat>
<MinBrushRadius>3</MinBrushRadius>
<MaxBrushRadius>4</MaxBrushRadius>
<GenMethod>Radial</GenMethod>
<PlacementOrder>10</PlacementOrder>
<SupportsSubTerrain>true</SupportsSubTerrain>
<IsBorderTerrain>1</IsBorderTerrain>
<CannotBorder>Category:Water</CannotBorder>
<MapGenPlaceChance>0</MapGenPlaceChance>
<TerrainObjectType>ChasmEdge</TerrainObjectType>
<TerrainTypeEnvData>
<ClothMapColor>150,165,170</ClothMapColor>
<Environment>Barren</Environment>
<Texture>gfx/terrain/Terrain_City_Dirt.dds</Texture>
<TextureWeight>0.8000</TextureWeight>
<DistanceFogColor>94,89,76</DistanceFogColor>
<TacticalMap>T_Magmariver_Barren</TacticalMap>
</TerrainTypeEnvData>
<TerrainTypeEnvData>
<ClothMapColor>150,165,170</ClothMapColor>
<Environment>Dead</Environment>
<Texture>gfx/terrain/Terrain_City_Dirt.dds</Texture>
<TextureWeight>0.8000</TextureWeight>
<TacticalMap>T_Magmariver_Fallen</TacticalMap>
<DistanceFogColor>94,89,76</DistanceFogColor>
</TerrainTypeEnvData>
<TerrainTypeEnvData>
<ClothMapColor>150,165,170</ClothMapColor>
<Environment>Grassland</Environment>
<Texture>gfx/terrain/Terrain_City_Dirt.dds</Texture>
<TextureWeight>0.8000</TextureWeight>
<TacticalMap>T_Magmariver_Kingdom</TacticalMap>
<DistanceFogColor>200,220,228</DistanceFogColor>
</TerrainTypeEnvData>
</TerrainType>
</TerrainTypes>