HElp fixing my mod

Sang_Froid

Chieftain
Joined
Aug 31, 2015
Messages
48
Location
Québec, Canada
techtree.jpg
??!??
My tech tree is messed up, steal is missing, and paths are incorect
Tech part of my xml ( i sort it later) Replies are not good anymore:
Code:
<Technologies>
		<Row>
			<Type>TECH_FAKE1</Type>
			<Cost>485</Cost>
			<Description>TXT_KEY_TECH_FAKE1_DESC</Description>
			<Civilopedia>TXT_KEY_TECH_FAKE1_PEDIA</Civilopedia>
			<Help>TXT_KEY_TECH_FAKE1_HELP</Help>
			<Era>ERA_MEDIEVAL</Era>
			<GridX>6</GridX>
			<GridY>3</GridY>
			<Quote>TXT_KEY_TECH_MACHINERY_QUOTE</Quote>
			<PortraitIndex>19</PortraitIndex>
			<IconAtlas>TECH_ATLAS_1</IconAtlas>
			<AudioIntro>AS2D_TECH_MACHINERY</AudioIntro>
			<AudioIntroHeader>AS2D_HEADING_TECH_MACHINERY</AudioIntroHeader>
		</Row>
		<Row>
			<Type>TECH_FAKE2</Type>
			<Cost>485</Cost>
			<Description>TXT_KEY_TECH_FAKE2_DESC</Description>
			<Civilopedia>TXT_KEY_TECH_FAKE2_PEDIA</Civilopedia>
			<Help>TXT_KEY_TECH_FAKE2_HELP</Help>
			<Era>ERA_MEDIEVAL</Era>
			<GridX>6</GridX>
			<GridY>7</GridY>
			<Quote>TXT_KEY_TECH_MACHINERY_QUOTE</Quote>
			<PortraitIndex>19</PortraitIndex>
			<IconAtlas>TECH_ATLAS_1</IconAtlas>
			<AudioIntro>AS2D_TECH_MACHINERY</AudioIntro>
			<AudioIntroHeader>AS2D_HEADING_TECH_MACHINERY</AudioIntroHeader>
		</Row>
		<Row>
			<Type>TECH_FAKE3</Type>
			<Cost>485</Cost>
			<Description>TXT_KEY_TECH_FAKE1_DESC</Description>
			<Civilopedia>TXT_KEY_TECH_FAKE1_PEDIA</Civilopedia>
			<Help>TXT_KEY_TECH_FAKE1_HELP</Help>
			<Era>ERA_MEDIEVAL</Era>
			<GridX>6</GridX>
			<GridY>9</GridY>
			<Quote>TXT_KEY_TECH_MACHINERY_QUOTE</Quote>
			<PortraitIndex>19</PortraitIndex>
			<IconAtlas>TECH_ATLAS_1</IconAtlas>
			<AudioIntro>AS2D_TECH_MACHINERY</AudioIntro>
			<AudioIntroHeader>AS2D_HEADING_TECH_MACHINERY</AudioIntroHeader>
		</Row>
		<Update>
			<Where Type="TECH_METAL_CASTING"/>
			<Set Cost="210" GridX="4" GridY="9" Era="ERA_CLASSICAL"/>
		</Update>
		<Update>
			<Where Type="TECH_IRON_WORKING"/>
			<Set Cost="135" GridX="3" GridY="9"/>
		</Update>
		<Update>
			<Where Type="TECH_STEAL"/>
			<Set Cost="300" GridX="5" GridY="8" Era="ERA_MEDIEVAL"/>
		</Update>
		<Update>
			<Where Type="TECH_PHYSICS"/>
			<Set Cost="300" GridX="5" GridY="7"/>
		</Update>
		<Update>
			<Where Type="TECH_MACHINERY"/>
			<Set GridX="6" GridY="8"/>
		</Update>
	</Technologies>

	<Technology_PrereqTechs>
		<Update>
			<Where TechType="TECH_METAL_CASTING"/>
			<Set PrereqTech="TECH_CONSTRUCTION"/>
		</Update>
		<Update>
			<Where TechType="TECH_STEAL"/>
			<Set PrereqTech="TECH_ENGINEERING"/>
		</Update>
		<Update>
			<Where TechType="TECH_PHYSICS"/>
			<Set PrereqTech="TECH_ENGINEERING"/>
		</Update>
		<Update>
			<Where TechType="TECH_MACHINERY"/>
			<Set PrereqTech="TECH_PHYSICS"/>
		</Update>
		<Update>
			<Where TechType="TECH_MACHINERY"/>
			<Set PrereqTech="TECH_STEAL"/>
		</Update>
		<Update>
			<Where TechType="TECH_GUNPOWDER"/>
			<Set PrereqTech="TECH_MACHINERY"/>
		</Update>
		<Update>
			<Where TechType="TECH_GUNPOWDER"/>
			<Set PrereqTech="TECH_FAKE2"/>
		</Update>
		<Update>
			<Where TechType="TECH_PRINTING_PRESS"/>
			<Set PrereqTech="TECH_FAKE1"/>
		</Update>
		<Update>
			<Where TechType="TECH_PRINTING_PRESS"/>
			<Set PrereqTech="TECH_FAKE2"/>
		</Update>
		<Update>
			<Where TechType="TECH_BANKING"/>
			<Set PrereqTech="TECH_FAKE1"/>
		</Update>
		<Update>
			<Where TechType="TECH_BANKING"/>
			<Set PrereqTech="TECH_FAKE2"/>
		</Update>
		<Update>
			<Where TechType="TECH_ACOUSTICS"/>
			<Set PrereqTech="TECH_FAKE1"/>
		</Update>
		<Update>
			<Where TechType="TECH_ACOUSTICS"/>
			<Set PrereqTech="TECH_FAKE2"/>
		</Update>
		<Update>
			<Where TechType="TECH_ASTRONOMY"/>
			<Set PrereqTech="TECH_FAKE1"/>
		</Update>
		<Update>
			<Where TechType="TECH_ASTRONOMY"/>
			<Set PrereqTech="TECH_FAKE2"/>
		</Update>
		<Update>
			<Where TechType="TECH_GUNPOWDER"/>
			<Set PrereqTech="TECH_FAKE3"/>
		</Update>
		<Delete TechType="TECH_METAL_CASTING" PrereqTech="TECH_ENGINEERING"/>
		<Delete TechType="TECH_MACHINERY" PrereqTech="TECH_ENGINEERING"/>
		<Delete TechType="TECH_GUNPOWDER" PrereqTech="TECH_STEAL"/>
		<Delete TechType="TECH_GUNPOWDER" PrereqTech="TECH_PHYSICS"/>
	</Technology_PrereqTechs>
 
second half:
Code:
<UnitPromotions>
		<!-- This is just a "dummy" promotion, to make the culture/kill ability look like a promotion. It also helps players know all the abilities of this unit. -->
		<Row>
			<Type>PROMOTION_WAY_WARRIOR</Type>
			<Description>TXT_KEY_PROMOTION_WAY_WARRIOR</Description>
			<Help>TXT_KEY_PROMOTION_WAY_WARRIOR_HELP</Help>
			<Sound>AS2D_IF_LEVELUP</Sound>
			<CannotBeChosen>true</CannotBeChosen>
			<LostWithUpgrade>true</LostWithUpgrade>
			<PortraitIndex>0</PortraitIndex>
			<IconAtlas>SAMURAI_MOD_ATLAS</IconAtlas>
			<PediaType>PEDIA_SHARED</PediaType>
			<PediaEntry>TXT_KEY_PROMOTION_WAY_WARRIOR</PediaEntry>
		</Row>
	</UnitPromotions>

	<Unit_FreePromotions>
		<Row>
			<UnitType>UNIT_RAIDER</UnitType>
			<PromotionType>PROMOTION_IGNORE_TERRAIN_COST</PromotionType>
		</Row>
		<Row>
			<UnitType>UNIT_MARAUDER</UnitType>
			<PromotionType>PROMOTION_IGNORE_TERRAIN_COST</PromotionType>
		</Row>
		<Row>
			<UnitType>UNIT_ROUGH_RIDER</UnitType>
			<PromotionType>PROMOTION_IGNORE_TERRAIN_COST</PromotionType>
		</Row>
		<Row>
			<UnitType>UNIT_ZEN_ARCHER</UnitType>
			<PromotionType>PROMOTION_IGNORE_TERRAIN_COST</PromotionType>
		</Row>
		<Row>
			<UnitType>UNIT_ZEN_ARCHER</UnitType>
			<PromotionType>PROMOTION_SECOND_ATTACK</PromotionType>
		</Row>
		<Row>
			<UnitType>UNIT_ROUGH_RIDER</UnitType>
			<PromotionType>PROMOTION_GREAT_GENERAL</PromotionType>
		</Row>
		<Row>
			<UnitType>UNIT_ZEN_ARCHER</UnitType>
			<PromotionType>PROMOTION_ATTACK_BONUS</PromotionType>
		</Row>
		<Row>
			<UnitType>UNIT_EARLY_MACEMAN</UnitType>
			<PromotionType>PROMOTION_ATTACK_BONUS</PromotionType>
		</Row>
		<Row>
			<UnitType>UNIT_EARLY_MACEMAN</UnitType>
			<PromotionType>PROMOTION_NO_DEFENSIVE_BONUSES</PromotionType>
		</Row>
		<Row>
			<UnitType>UNIT_EARLY_MACEMAN</UnitType>
			<PromotionType>PROMOTION_SIEGE</PromotionType>
		</Row>
		<Row>
			<UnitType>UNIT_RAIDER</UnitType>
			<PromotionType>PROMOTION_FOREIGN_LANDS</PromotionType>
		</Row>
		<Row>
			<UnitType>UNIT_MARAUDER</UnitType>
			<PromotionType>PROMOTION_FOREIGN_LANDS</PromotionType>
		</Row>
		<Row>
			<UnitType>UNIT_ROUGH_RIDER</UnitType>
			<PromotionType>PROMOTION_FOREIGN_LANDS</PromotionType>
		</Row>
		<Row>
			<UnitType>UNIT_ROUGH_AXE_THROWER</UnitType>
			<PromotionType>PROMOTION_FOREIGN_LANDS</PromotionType>
		</Row>
		<Row>
			<UnitType>UNIT_RAIDER</UnitType>
			<PromotionType>PROMOTION_EXTRA_SIGHT_I</PromotionType>
		</Row>
		<Row>
			<UnitType>UNIT_MARAUDER</UnitType>
			<PromotionType>PROMOTION_EXTRA_SIGHT_I</PromotionType>
		</Row>
		<Row>
			<UnitType>UNIT_RAIDER</UnitType>
			<PromotionType>PROMOTION_EXTRA_MOVES_I</PromotionType>
		</Row>
		<Row>
			<UnitType>UNIT_RAIDER</UnitType>
			<PromotionType>PROMOTION_SPAWN_GENERALS_I</PromotionType>
		</Row>
		<Row>
			<UnitType>UNIT_ROUGH_RIDER</UnitType>
			<PromotionType>PROMOTION_SPAWN_GENERALS_I</PromotionType>
		</Row>
		<Row>
			<UnitType>UNIT_MARAUDER</UnitType>
			<PromotionType>PROMOTION_FASTER_HEAL</PromotionType>
		</Row>
		<Row>
			<UnitType>UNIT_ZEN_ARCHER</UnitType>
			<PromotionType>PROMOTION_FASTER_HEAL</PromotionType>
		</Row>
		<Row>
			<UnitType>UNIT_AXE_THROWER</UnitType>
			<PromotionType>PROMOTION_STRONGER_VS_DAMAGED</PromotionType>
		</Row>
		<Row>
			<UnitType>UNIT_ZEN_ARCHER</UnitType>
			<PromotionType>PROMOTION_STRONGER_VS_DAMAGED</PromotionType>
		</Row>
		<Row>
			<UnitType>UNIT_MARAUDER</UnitType>
			<PromotionType>PROMOTION_CAN_MOVE_AFTER_ATTACKING</PromotionType>
		</Row>
		<Row>
			<UnitType>UNIT_ROUGH_RIDER</UnitType>
			<PromotionType>PROMOTION_CAN_MOVE_AFTER_ATTACKING</PromotionType>
		</Row>
		<Row>
			<UnitType>UNIT_RAIDER</UnitType>
			<PromotionType>PROMOTION_PARTIAL_HEAL_IF_DESTROY_ENEMY</PromotionType>
		</Row>
		<Row>
			<UnitType>UNIT_ROUGH_RIDER</UnitType>
			<PromotionType>PROMOTION_PARTIAL_HEAL_IF_DESTROY_ENEMY</PromotionType>
		</Row>
		<Row>
			<UnitType>UNIT_AXE_THROWER</UnitType>
			<PromotionType>PROMOTION_CITY_PENALTY</PromotionType>
		</Row>
		<Row>
			<UnitType>UNIT_JAPANESE_SAMURAI</UnitType>
			<PromotionType>PROMOTION_WAY_WARRIOR</PromotionType>
		</Row>
		<Row>
			<UnitType>UNIT_RAIDER</UnitType>
			<PromotionType>PROMOTION_WAY_WARRIOR</PromotionType>
		</Row>
		<Row>
			<UnitType>UNIT_MARAUDER</UnitType>
			<PromotionType>PROMOTION_WAY_WARRIOR</PromotionType>
		</Row>
		<Row>
			<UnitType>UNIT_ROUGH_RIDER</UnitType>
			<PromotionType>PROMOTION_WAY_WARRIOR</PromotionType>
		</Row>
		<Row>
			<UnitType>UNIT_ZEN_ARCHER</UnitType>
			<PromotionType>PROMOTION_WAY_WARRIOR</PromotionType>
		</Row>
		<Delete UnitType="UNIT_JAPANESE_SAMURAI" PromotionType="PROMOTION_SHOCK_1"/>
		<Delete UnitType="UNIT_BARBARIAN_AXMAN"/>
	</Unit_FreePromotions>

	<Unit_AITypes>
		<Row>
			<UnitType>UNIT_RAIDER</UnitType>
			<UnitAIType>UNITAI_ATTACK</UnitAIType>
		</Row>
		<Row>
			<UnitType>UNIT_RAIDER</UnitType>
			<UnitAIType>UNITAI_DEFENSE</UnitAIType>
		</Row>
		<Row>
			<UnitType>UNIT_RAIDER</UnitType>
			<UnitAIType>UNITAI_EXPLORE</UnitAIType>
		</Row>
		<Row>
			<UnitType>UNIT_AXE_THROWER</UnitType>
			<UnitAIType>UNITAI_RANGED</UnitAIType>
		</Row>
		<Row>
			<UnitType>UNIT_AXE_THROWER</UnitType>
			<UnitAIType>UNITAI_ATTACK</UnitAIType>
		</Row>
		<Row>
			<UnitType>UNIT_AXE_THROWER</UnitType>
			<UnitAIType>UNITAI_DEFENSE</UnitAIType>
		</Row>
		<Row>
			<UnitType>UNIT_ROUGH_RIDER</UnitType>
			<UnitAIType>UNITAI_DEFENSE</UnitAIType>
		</Row>
		<Row>
			<UnitType>UNIT_ROUGH_RIDER</UnitType>
			<UnitAIType>UNITAI_FAST_ATTACK</UnitAIType>
		</Row>
		<Row>
			<UnitType>UNIT_MARAUDER</UnitType>
			<UnitAIType>UNITAI_EXPLORE</UnitAIType>
		</Row>
		<Row>
			<UnitType>UNIT_MARAUDER</UnitType>
			<UnitAIType>UNITAI_DEFENSE</UnitAIType>
		</Row>
		<Row>
			<UnitType>UNIT_MARAUDER</UnitType>
			<UnitAIType>UNITAI_FAST_ATTACK</UnitAIType>
		</Row>
		<Row>
			<UnitType>UNIT_MARAUDER</UnitType>
			<UnitAIType>UNITAI_RANGED</UnitAIType>
		</Row>
		<Row>
			<UnitType>UNIT_ZEN_ARCHER</UnitType>
			<UnitAIType>UNITAI_RANGED</UnitAIType>
		</Row>
		<Row>
			<UnitType>UNIT_EARLY_MACEMAN</UnitType>
			<UnitAIType>UNITAI_ATTACK</UnitAIType>
		</Row>
		<Row>
			<UnitType>UNIT_EARLY_MACEMAN</UnitType>
			<UnitAIType>UNITAI_DEFENSE</UnitAIType>
		</Row>
		<Delete UnitType="UNIT_BARBARIAN_AXMAN" />
	</Unit_AITypes>

	<Unit_ClassUpgrades>
		<Row>
			<UnitType>UNIT_RAIDER</UnitType>
			<UnitClassType>UNITCLASS_SWORDSMAN</UnitClassType>
		</Row>
		<Row>
			<UnitType>UNIT_AXE_THROWER</UnitType>
			<UnitClassType>UNITCLASS_CROSSBOWMAN</UnitClassType>
		</Row>
		<Row>
			<UnitType>UNIT_MARAUDER</UnitType>
			<UnitClassType>UNITCLASS_KNIGHT</UnitClassType>
		</Row>
		<Row>
			<UnitType>UNIT_EARLY_MACEMAN</UnitType>
			<UnitClassType>UNITCLASS_LONGSWORDSMAN</UnitClassType>
		</Row>
		<Row>
			<UnitType>UNIT_ROUGH_RIDER</UnitType>
			<UnitClassType>UNITCLASS_KNIGHT</UnitClassType>
		</Row>
		<Row>
			<UnitType>UNIT_ZEN_ARCHER</UnitType>
			<UnitClassType>UNITCLASS_CROSSBOWMAN</UnitClassType>
		</Row>
		<Delete UnitType="UNIT_BARBARIAN_AXMAN" />
	</Unit_ClassUpgrades>

	<Unit_Flavors>
		<Row>
			<UnitType>UNIT_RAIDER</UnitType>
			<FlavorType>FLAVOR_RECON</FlavorType>
			<Flavor>1</Flavor>
		</Row>
		<Row>
			<UnitType>UNIT_RAIDER</UnitType>
			<FlavorType>FLAVOR_OFFENSE</FlavorType>
			<Flavor>2</Flavor>
		</Row>
		<Row>
			<UnitType>UNIT_RAIDER</UnitType>
			<FlavorType>FLAVOR_DEFENSE</FlavorType>
			<Flavor>2</Flavor>
		</Row>
		<Row>
			<UnitType>UNIT_EARLY_MACEMAN</UnitType>
			<FlavorType>FLAVOR_OFFENSE</FlavorType>
			<Flavor>9</Flavor>
		</Row>
		<Row>
			<UnitType>UNIT_EARLY_MACEMAN</UnitType>
			<FlavorType>FLAVOR_DEFENSE</FlavorType>
			<Flavor>4</Flavor>
		</Row>
		<Row>
			<UnitType>UNIT_AXE_THROWER</UnitType>
			<FlavorType>FLAVOR_OFFENSE</FlavorType>
			<Flavor>4</Flavor>
		</Row>
		<Row>
			<UnitType>UNIT_AXE_THROWER</UnitType>
			<FlavorType>FLAVOR_DEFENSE</FlavorType>
			<Flavor>3</Flavor>
		</Row>
		<Row>
			<UnitType>UNIT_AXE_THROWER</UnitType>
			<FlavorType>FLAVOR_RANGED</FlavorType>
			<Flavor>6</Flavor>
		</Row>
		<Row>
			<UnitType>UNIT_MARAUDER</UnitType>
			<FlavorType>FLAVOR_RECON</FlavorType>
			<Flavor>2</Flavor>
		</Row>
		<Row>
			<UnitType>UNIT_MARAUDER</UnitType>
			<FlavorType>FLAVOR_OFFENSE</FlavorType>
			<Flavor>4</Flavor>
		</Row>
		<Row>
			<UnitType>UNIT_MARAUDER</UnitType>
			<FlavorType>FLAVOR_DEFENSE</FlavorType>
			<Flavor>3</Flavor>
		</Row>
		<Row>
			<UnitType>UNIT_MARAUDER</UnitType>
			<FlavorType>FLAVOR_RANGED</FlavorType>
			<Flavor>4</Flavor>
		</Row>
		<Row>
			<UnitType>UNIT_ZEN_ARCHER</UnitType>
			<FlavorType>FLAVOR_RANGED</FlavorType>
			<Flavor>7</Flavor>
		</Row>
		<Row>
			<UnitType>UNIT_ZEN_ARCHER</UnitType>
			<FlavorType>FLAVOR_OFFENSE</FlavorType>
			<Flavor>2</Flavor>
		</Row>
		<Row>
			<UnitType>UNIT_ZEN_ARCHER</UnitType>
			<FlavorType>FLAVOR_DEFENSE</FlavorType>
			<Flavor>2</Flavor>
		</Row>
		<Row>
			<UnitType>UNIT_ROUGH_RIDER</UnitType>
			<FlavorType>FLAVOR_RECON</FlavorType>
			<Flavor>1</Flavor>
		</Row>
		<Row>
			<UnitType>UNIT_ROUGH_RIDER</UnitType>
			<FlavorType>FLAVOR_OFFENSE</FlavorType>
			<Flavor>6</Flavor>
		</Row>
		<Row>
			<UnitType>UNIT_ROUGH_RIDER</UnitType>
			<FlavorType>FLAVOR_DEFENSE</FlavorType>
			<Flavor>2</Flavor>
		</Row>
		<Row>
			<UnitType>UNIT_ROUGH_RIDER</UnitType>
			<FlavorType>FLAVOR_MOBILE</FlavorType>
			<Flavor>4</Flavor>
		</Row>
		<Delete UnitType="UNIT_BARBARIAN_AXMAN" />
	</Unit_Flavors>

	<Unit_ResourceQuantityRequirements>
		<Row>
			<UnitType>UNIT_ROUGH_RIDER</UnitType>
			<ResourceType>RESOURCE_HORSE</ResourceType>
		</Row>
	</Unit_ResourceQuantityRequirements>

	<Unit_Builds>
		<Row>
			<UnitType>UNIT_RAIDER</UnitType>
			<BuildType>BUILD_FORT</BuildType>
		</Row>
		<Row>
			<UnitType>UNIT_MARAUDER</UnitType>
			<BuildType>BUILD_REMOVE_JUNGLE</BuildType>
		</Row>
		<Row>
			<UnitType>UNIT_MARAUDER</UnitType>
			<BuildType>BUILD_REMOVE_FOREST</BuildType>
		</Row>
		<Row>
			<UnitType>UNIT_ZEN_ARCHER</UnitType>
			<BuildType>BUILD_FORT</BuildType>
		</Row>
	</Unit_Builds>

	<Unit_YieldFromKills>
		<Row>
			<UnitType>UNIT_RAIDER</UnitType>
			<YieldType>YIELD_CULTURE</YieldType>
			<Yield>25</Yield>
		</Row>
		<Row>
			<UnitType>UNIT_RAIDER</UnitType>
			<YieldType>YIELD_FAITH</YieldType>
			<Yield>25</Yield>
		</Row>
		<Row>
			<UnitType>UNIT_ROUGH_RIDER</UnitType>
			<YieldType>YIELD_CULTURE</YieldType>
			<Yield>25</Yield>
		</Row>
		<Row>
			<UnitType>UNIT_ROUGH_RIDER</UnitType>
			<YieldType>YIELD_FAITH</YieldType>
			<Yield>25</Yield>
		</Row>
		<Row>
			<UnitType>UNIT_MARAUDER</UnitType>
			<YieldType>YIELD_CULTURE</YieldType>
			<Yield>25</Yield>
		</Row>
		<Row>
			<UnitType>UNIT_MARAUDER</UnitType>
			<YieldType>YIELD_FAITH</YieldType>
			<Yield>25</Yield>
		</Row>
		<Row>
			<UnitType>UNIT_JAPANESE_SAMURAI</UnitType>
			<YieldType>YIELD_CULTURE</YieldType>
			<Yield>25</Yield>
		</Row>
		<Row>
			<UnitType>UNIT_JAPANESE_SAMURAI</UnitType>
			<YieldType>YIELD_FAITH</YieldType>
			<Yield>25</Yield>
		</Row>
		<Row>
			<UnitType>UNIT_ZEN_ARCHER</UnitType>
			<YieldType>YIELD_CULTURE</YieldType>
			<Yield>25</Yield>
		</Row>
		<Row>
			<UnitType>UNIT_ZEN_ARCHER</UnitType>
			<YieldType>YIELD_FAITH</YieldType>
			<Yield>25</Yield>
		</Row>
	</Unit_YieldFromKills>

	<Civilization_UnitClassOverrides>
		<Row>
			<CivilizationType>CIVILIZATION_JAPAN</CivilizationType>
			<UnitClassType>UNITCLASS_WARRIOR</UnitClassType>
			<UnitType>UNIT_RAIDER</UnitType>
		</Row>
		<Row>
			<CivilizationType>CIVILIZATION_JAPAN</CivilizationType>
			<UnitClassType>UNITCLASS_AXE_THROWER</UnitClassType>
			<UnitType>UNIT_MARAUDER</UnitType>
		</Row>
		<Row>
			<CivilizationType>CIVILIZATION_JAPAN</CivilizationType>
			<UnitClassType>UNITCLASS_HORSEMAN</UnitClassType>
			<UnitType>UNIT_ROUGH_RIDER</UnitType>
		</Row>
		<Row>
			<CivilizationType>CIVILIZATION_JAPAN</CivilizationType>
			<UnitClassType>UNITCLASS_COMPOSITE_BOWMAN</UnitClassType>
			<UnitType>UNIT_ZEN_ARCHER</UnitType>
		</Row>
		<Row>
			<CivilizationType>CIVILIZATION_BARBARIAN</CivilizationType>
			<UnitClassType>UNITCLASS_EARLY_MACEMAN</UnitClassType>
			<UnitType/>
		</Row>
		<Row>
			<CivilizationType>CIVILIZATION_MINOR</CivilizationType>
			<UnitClassType>UNITCLASS_EARLY_MACEMAN</UnitClassType>
			<UnitType/>
		</Row>
		<Row>
			<CivilizationType>CIVILIZATION_MINOR</CivilizationType>
			<UnitClassType>UNITCLASS_AXE_THROWER</UnitClassType>
			<UnitType/>
		</Row>
		<Delete UnitType="UNIT_BARBARIAN_AXMAN" />
	</Civilization_UnitClassOverrides>
	<!-- TODO: Insert table data example here.-->

	<!-- Enter your Game Data here. -->

</GameData>
 
Code:
-- Insert SQL Rules Here 
INSERT INTO ArtDefine_UnitInfos (Type,DamageStates,Formation)
	SELECT	('ART_DEF_UNIT_EARLY_MACEMAN'), DamageStates, Formation
	FROM ArtDefine_UnitInfos WHERE (Type = 'ART_DEF_UNIT_SPEARMAN');
INSERT INTO ArtDefine_UnitInfoMemberInfos (UnitInfoType,UnitMemberInfoType,NumMembers)
	SELECT	('ART_DEF_UNIT_EARLY_MACEMAN'), ('ART_DEF_UNIT_MEMBER_EARLY_MACEMAN'), NumMembers
	FROM ArtDefine_UnitInfoMemberInfos WHERE (UnitInfoType = 'ART_DEF_UNIT_SPEARMAN');
INSERT INTO ArtDefine_UnitMemberCombats (UnitMemberType, EnableActions, DisableActions, MoveRadius, ShortMoveRadius, ChargeRadius, AttackRadius, RangedAttackRadius, MoveRate, ShortMoveRate, TurnRateMin, TurnRateMax, TurnFacingRateMin, TurnFacingRateMax, RollRateMin, RollRateMax, PitchRateMin, PitchRateMax, LOSRadiusScale, TargetRadius, TargetHeight, HasShortRangedAttack, HasLongRangedAttack, HasLeftRightAttack, HasStationaryMelee, HasStationaryRangedAttack, HasRefaceAfterCombat, ReformBeforeCombat, HasIndependentWeaponFacing, HasOpponentTracking, HasCollisionAttack, AttackAltitude, AltitudeDecelerationDistance, OnlyTurnInMovementActions, RushAttackFormation)
	SELECT	('ART_DEF_UNIT_MEMBER_EARLY_MACEMAN'), EnableActions, DisableActions, MoveRadius, ShortMoveRadius, ChargeRadius, AttackRadius, RangedAttackRadius, 
			MoveRate, ShortMoveRate, TurnRateMin, TurnRateMax, TurnFacingRateMin, TurnFacingRateMax, RollRateMin, RollRateMax, PitchRateMin, PitchRateMax, LOSRadiusScale, TargetRadius, TargetHeight, HasShortRangedAttack, HasLongRangedAttack, HasLeftRightAttack, HasStationaryMelee, HasStationaryRangedAttack, HasRefaceAfterCombat, ReformBeforeCombat, HasIndependentWeaponFacing, HasOpponentTracking, HasCollisionAttack, AttackAltitude, AltitudeDecelerationDistance, OnlyTurnInMovementActions, RushAttackFormation
	FROM ArtDefine_UnitMemberCombats WHERE (UnitMemberType = 'ART_DEF_UNIT_MEMBER_SPEARMAN');
INSERT INTO ArtDefine_UnitMemberCombatWeapons (UnitMemberType, "Index", SubIndex, ID, VisKillStrengthMin, VisKillStrengthMax, ProjectileSpeed, ProjectileTurnRateMin, ProjectileTurnRateMax, HitEffect, HitEffectScale, HitRadius, ProjectileChildEffectScale, AreaDamageDelay, ContinuousFire, WaitForEffectCompletion, TargetGround, IsDropped, WeaponTypeTag, WeaponTypeSoundOverrideTag)
	SELECT ('ART_DEF_UNIT_MEMBER_EARLY_MACEMAN'), "Index", SubIndex, ID, VisKillStrengthMin, VisKillStrengthMax, ProjectileSpeed, ProjectileTurnRateMin, ProjectileTurnRateMax, HitEffect, HitEffectScale, HitRadius, ProjectileChildEffectScale, AreaDamageDelay, ContinuousFire, WaitForEffectCompletion, TargetGround, IsDropped, WeaponTypeTag, WeaponTypeSoundOverrideTag
	FROM ArtDefine_UnitMemberCombatWeapons WHERE (UnitMemberType = 'ART_DEF_UNIT_MEMBER_SPEARMAN');
INSERT INTO ArtDefine_UnitMemberInfos (Type, Scale, ZOffset, Domain, Model, MaterialTypeTag, MaterialTypeSoundOverrideTag)
	SELECT	('ART_DEF_UNIT_MEMBER_EARLY_MACEMAN'), Scale, ZOffset, Domain, 
			('early_maceman.fxsxml'), MaterialTypeTag, MaterialTypeSoundOverrideTag
	FROM ArtDefine_UnitMemberInfos WHERE (Type = 'ART_DEF_UNIT_MEMBER_SPEARMAN');

INSERT INTO ArtDefine_UnitInfos (Type,DamageStates,Formation)
	SELECT	('ART_DEF_UNIT_AKAZONAE_JAPAN'), DamageStates, Formation
	FROM ArtDefine_UnitInfos WHERE (Type = 'ART_DEF_UNIT_HORSEMAN');
INSERT INTO ArtDefine_UnitInfoMemberInfos (UnitInfoType,UnitMemberInfoType,NumMembers)
	SELECT	('ART_DEF_UNIT_AKAZONAE_JAPAN'), ('ART_DEF_UNIT_MEMBER_AKAZONAE_JAPAN'), NumMembers
	FROM ArtDefine_UnitInfoMemberInfos WHERE (UnitInfoType = 'ART_DEF_UNIT_HORSEMAN');
INSERT INTO ArtDefine_UnitMemberCombats (UnitMemberType, EnableActions, DisableActions, MoveRadius, ShortMoveRadius, ChargeRadius, AttackRadius, RangedAttackRadius, MoveRate, ShortMoveRate, TurnRateMin, TurnRateMax, TurnFacingRateMin, TurnFacingRateMax, RollRateMin, RollRateMax, PitchRateMin, PitchRateMax, LOSRadiusScale, TargetRadius, TargetHeight, HasShortRangedAttack, HasLongRangedAttack, HasLeftRightAttack, HasStationaryMelee, HasStationaryRangedAttack, HasRefaceAfterCombat, ReformBeforeCombat, HasIndependentWeaponFacing, HasOpponentTracking, HasCollisionAttack, AttackAltitude, AltitudeDecelerationDistance, OnlyTurnInMovementActions, RushAttackFormation)
	SELECT	('ART_DEF_UNIT_MEMBER_AKAZONAE_JAPAN'), EnableActions, DisableActions, MoveRadius, ShortMoveRadius, ChargeRadius, AttackRadius, RangedAttackRadius, 
			MoveRate, ShortMoveRate, TurnRateMin, TurnRateMax, TurnFacingRateMin, TurnFacingRateMax, RollRateMin, RollRateMax, PitchRateMin, PitchRateMax, LOSRadiusScale, TargetRadius, TargetHeight, HasShortRangedAttack, HasLongRangedAttack, HasLeftRightAttack, HasStationaryMelee, HasStationaryRangedAttack, HasRefaceAfterCombat, ReformBeforeCombat, HasIndependentWeaponFacing, HasOpponentTracking, HasCollisionAttack, AttackAltitude, AltitudeDecelerationDistance, OnlyTurnInMovementActions, RushAttackFormation
	FROM ArtDefine_UnitMemberCombats WHERE (UnitMemberType = 'ART_DEF_UNIT_MEMBER_HORSEMAN');
INSERT INTO ArtDefine_UnitMemberCombatWeapons (UnitMemberType, "Index", SubIndex, ID, VisKillStrengthMin, VisKillStrengthMax, ProjectileSpeed, ProjectileTurnRateMin, ProjectileTurnRateMax, HitEffect, HitEffectScale, HitRadius, ProjectileChildEffectScale, AreaDamageDelay, ContinuousFire, WaitForEffectCompletion, TargetGround, IsDropped, WeaponTypeTag, WeaponTypeSoundOverrideTag)
	SELECT ('ART_DEF_UNIT_MEMBER_AKAZONAE_JAPAN'), "Index", SubIndex, ID, VisKillStrengthMin, VisKillStrengthMax, ProjectileSpeed, ProjectileTurnRateMin, ProjectileTurnRateMax, HitEffect, HitEffectScale, HitRadius, ProjectileChildEffectScale, AreaDamageDelay, ContinuousFire, WaitForEffectCompletion, TargetGround, IsDropped, WeaponTypeTag, WeaponTypeSoundOverrideTag
	FROM ArtDefine_UnitMemberCombatWeapons WHERE (UnitMemberType = 'ART_DEF_UNIT_MEMBER_HORSEMAN');
INSERT INTO ArtDefine_UnitMemberInfos (Type, Scale, ZOffset, Domain, Model, MaterialTypeTag, MaterialTypeSoundOverrideTag)
	SELECT	('ART_DEF_UNIT_MEMBER_AKAZONAE_JAPAN'), Scale, ZOffset, Domain, 
			('Akazonae_Japan.fxsxml'), MaterialTypeTag, MaterialTypeSoundOverrideTag
	FROM ArtDefine_UnitMemberInfos WHERE (Type = 'ART_DEF_UNIT_MEMBER_HORSEMAN');
	
INSERT INTO ArtDefine_UnitInfos (Type,DamageStates,Formation)
	SELECT	('ART_DEF_UNIT_AXE_THROWER'), DamageStates, Formation
	FROM ArtDefine_UnitInfos WHERE (Type = 'ART_DEF_UNIT_HAND_AXE_BARBARIAN');
INSERT INTO ArtDefine_UnitInfoMemberInfos (UnitInfoType,UnitMemberInfoType,NumMembers)
	SELECT	('ART_DEF_UNIT_AXE_THROWER'), ('ART_DEF_UNIT_MEMBER_AXE_THROWER'), NumMembers
	FROM ArtDefine_UnitInfoMemberInfos WHERE (UnitInfoType = 'ART_DEF_UNIT_HAND_AXE_BARBARIAN');
INSERT INTO ArtDefine_UnitMemberCombats (UnitMemberType, EnableActions, DisableActions, MoveRadius, ShortMoveRadius, ChargeRadius, AttackRadius, RangedAttackRadius, MoveRate, ShortMoveRate, TurnRateMin, TurnRateMax, TurnFacingRateMin, TurnFacingRateMax, RollRateMin, RollRateMax, PitchRateMin, PitchRateMax, LOSRadiusScale, TargetRadius, TargetHeight, HasShortRangedAttack, HasLongRangedAttack, HasLeftRightAttack, HasStationaryMelee, HasStationaryRangedAttack, HasRefaceAfterCombat, ReformBeforeCombat, HasIndependentWeaponFacing, HasOpponentTracking, HasCollisionAttack, AttackAltitude, AltitudeDecelerationDistance, OnlyTurnInMovementActions, RushAttackFormation)
	SELECT	('ART_DEF_UNIT_MEMBER_AXE_THROWER'), EnableActions, DisableActions, MoveRadius, ShortMoveRadius, ChargeRadius, AttackRadius, RangedAttackRadius, 
			MoveRate, ShortMoveRate, TurnRateMin, TurnRateMax, TurnFacingRateMin, TurnFacingRateMax, RollRateMin, RollRateMax, PitchRateMin, PitchRateMax, LOSRadiusScale, TargetRadius, TargetHeight, HasShortRangedAttack, HasLongRangedAttack, HasLeftRightAttack, HasStationaryMelee, HasStationaryRangedAttack, HasRefaceAfterCombat, ReformBeforeCombat, HasIndependentWeaponFacing, HasOpponentTracking, HasCollisionAttack, AttackAltitude, AltitudeDecelerationDistance, OnlyTurnInMovementActions, RushAttackFormation
	FROM ArtDefine_UnitMemberCombats WHERE (UnitMemberType = 'ART_DEF_UNIT_MEMBER_HAND_AXE_BARBARIAN');
INSERT INTO ArtDefine_UnitMemberCombatWeapons (UnitMemberType, "Index", SubIndex, ID, VisKillStrengthMin, VisKillStrengthMax, ProjectileSpeed, ProjectileTurnRateMin, ProjectileTurnRateMax, HitEffect, HitEffectScale, HitRadius, ProjectileChildEffectScale, AreaDamageDelay, ContinuousFire, WaitForEffectCompletion, TargetGround, IsDropped, WeaponTypeTag, WeaponTypeSoundOverrideTag)
	SELECT ('ART_DEF_UNIT_MEMBER_AXE_THROWER'), "Index", SubIndex, ID, VisKillStrengthMin, VisKillStrengthMax, ProjectileSpeed, ProjectileTurnRateMin, ProjectileTurnRateMax, HitEffect, HitEffectScale, HitRadius, ProjectileChildEffectScale, AreaDamageDelay, ContinuousFire, WaitForEffectCompletion, TargetGround, IsDropped, WeaponTypeTag, WeaponTypeSoundOverrideTag
	FROM ArtDefine_UnitMemberCombatWeapons WHERE (UnitMemberType = 'ART_DEF_UNIT_MEMBER_HAND_AXE_BARBARIAN');
INSERT INTO ArtDefine_UnitMemberInfos (Type, Scale, ZOffset, Domain, Model, MaterialTypeTag, MaterialTypeSoundOverrideTag)
	SELECT	('ART_DEF_UNIT_MEMBER_AXE_THROWER'), Scale, ZOffset, Domain, 
			('hand_axe_barbarian.fxsxml'), MaterialTypeTag, MaterialTypeSoundOverrideTag
	FROM ArtDefine_UnitMemberInfos WHERE (Type = 'ART_DEF_UNIT_MEMBER_HAND_AXE_BARBARIAN');-- Insert SQL Rules Here


Thanks for help
 
techtree.jpg

View attachment 397991
??!??
My tech tree is messed up, steal is missing, and paths are incorect
Tech part of my xml ( i sort it later) Replies are not good anymore:
Code:
<Technologies>
		<Row>
			<Type>TECH_FAKE1</Type>
			<Cost>485</Cost>
			<Description>TXT_KEY_TECH_FAKE1_DESC</Description>
			<Civilopedia>TXT_KEY_TECH_FAKE1_PEDIA</Civilopedia>
			<Help>TXT_KEY_TECH_FAKE1_HELP</Help>
			<Era>ERA_MEDIEVAL</Era>
			<GridX>6</GridX>
			<GridY>3</GridY>
			<Quote>TXT_KEY_TECH_MACHINERY_QUOTE</Quote>
			<PortraitIndex>19</PortraitIndex>
			<IconAtlas>TECH_ATLAS_1</IconAtlas>
			<AudioIntro>AS2D_TECH_MACHINERY</AudioIntro>
			<AudioIntroHeader>AS2D_HEADING_TECH_MACHINERY</AudioIntroHeader>
		</Row>
		<Row>
			<Type>TECH_FAKE2</Type>
			<Cost>485</Cost>
			<Description>TXT_KEY_TECH_FAKE2_DESC</Description>
			<Civilopedia>TXT_KEY_TECH_FAKE2_PEDIA</Civilopedia>
			<Help>TXT_KEY_TECH_FAKE2_HELP</Help>
			<Era>ERA_MEDIEVAL</Era>
			<GridX>6</GridX>
			<GridY>7</GridY>
			<Quote>TXT_KEY_TECH_MACHINERY_QUOTE</Quote>
			<PortraitIndex>19</PortraitIndex>
			<IconAtlas>TECH_ATLAS_1</IconAtlas>
			<AudioIntro>AS2D_TECH_MACHINERY</AudioIntro>
			<AudioIntroHeader>AS2D_HEADING_TECH_MACHINERY</AudioIntroHeader>
		</Row>
		<Row>
			<Type>TECH_FAKE3</Type>
			<Cost>485</Cost>
			<Description>TXT_KEY_TECH_FAKE1_DESC</Description>
			<Civilopedia>TXT_KEY_TECH_FAKE1_PEDIA</Civilopedia>
			<Help>TXT_KEY_TECH_FAKE1_HELP</Help>
			<Era>ERA_MEDIEVAL</Era>
			<GridX>6</GridX>
			<GridY>9</GridY>
			<Quote>TXT_KEY_TECH_MACHINERY_QUOTE</Quote>
			<PortraitIndex>19</PortraitIndex>
			<IconAtlas>TECH_ATLAS_1</IconAtlas>
			<AudioIntro>AS2D_TECH_MACHINERY</AudioIntro>
			<AudioIntroHeader>AS2D_HEADING_TECH_MACHINERY</AudioIntroHeader>
		</Row>
		<Update>
			<Where Type="TECH_METAL_CASTING"/>
			<Set Cost="210" GridX="4" GridY="9" Era="ERA_CLASSICAL"/>
		</Update>
		<Update>
			<Where Type="TECH_IRON_WORKING"/>
			<Set Cost="135" GridX="3" GridY="9"/>
		</Update>
		<Update>
			<Where Type="TECH_STEAL"/>
			<Set Cost="300" GridX="5" GridY="8" Era="ERA_MEDIEVAL"/>
		</Update>
		<Update>
			<Where Type="TECH_PHYSICS"/>
			<Set Cost="300" GridX="5" GridY="7"/>
		</Update>
		<Update>
			<Where Type="TECH_MACHINERY"/>
			<Set GridX="6" GridY="8"/>
		</Update>
	</Technologies>

	<Technology_PrereqTechs>
		<Update>
			<Where TechType="TECH_METAL_CASTING"/>
			<Set PrereqTech="TECH_CONSTRUCTION"/>
		</Update>
		<Update>
			<Where TechType="TECH_STEAL"/>
			<Set PrereqTech="TECH_ENGINEERING"/>
		</Update>
		<Update>
			<Where TechType="TECH_PHYSICS"/>
			<Set PrereqTech="TECH_ENGINEERING"/>
		</Update>
		<Update>
			<Where TechType="TECH_MACHINERY"/>
			<Set PrereqTech="TECH_PHYSICS"/>
		</Update>
		<Update>
			<Where TechType="TECH_MACHINERY"/>
			<Set PrereqTech="TECH_STEAL"/>
		</Update>
		<Update>
			<Where TechType="TECH_GUNPOWDER"/>
			<Set PrereqTech="TECH_MACHINERY"/>
		</Update>
		<Update>
			<Where TechType="TECH_GUNPOWDER"/>
			<Set PrereqTech="TECH_FAKE2"/>
		</Update>
		<Update>
			<Where TechType="TECH_PRINTING_PRESS"/>
			<Set PrereqTech="TECH_FAKE1"/>
		</Update>
		<Update>
			<Where TechType="TECH_PRINTING_PRESS"/>
			<Set PrereqTech="TECH_FAKE2"/>
		</Update>
		<Update>
			<Where TechType="TECH_BANKING"/>
			<Set PrereqTech="TECH_FAKE1"/>
		</Update>
		<Update>
			<Where TechType="TECH_BANKING"/>
			<Set PrereqTech="TECH_FAKE2"/>
		</Update>
		<Update>
			<Where TechType="TECH_ACOUSTICS"/>
			<Set PrereqTech="TECH_FAKE1"/>
		</Update>
		<Update>
			<Where TechType="TECH_ACOUSTICS"/>
			<Set PrereqTech="TECH_FAKE2"/>
		</Update>
		<Update>
			<Where TechType="TECH_ASTRONOMY"/>
			<Set PrereqTech="TECH_FAKE1"/>
		</Update>
		<Update>
			<Where TechType="TECH_ASTRONOMY"/>
			<Set PrereqTech="TECH_FAKE2"/>
		</Update>
		<Update>
			<Where TechType="TECH_GUNPOWDER"/>
			<Set PrereqTech="TECH_FAKE3"/>
		</Update>
		<Delete TechType="TECH_METAL_CASTING" PrereqTech="TECH_ENGINEERING"/>
		<Delete TechType="TECH_MACHINERY" PrereqTech="TECH_ENGINEERING"/>
		<Delete TechType="TECH_GUNPOWDER" PrereqTech="TECH_STEAL"/>
		<Delete TechType="TECH_GUNPOWDER" PrereqTech="TECH_PHYSICS"/>
	</Technology_PrereqTechs>

i guess i just have to add all techprereq updates even for tehos who already are set, but it doesnt tell me why Steal has disapeard
 
View attachment 397994



i guess i just have to add all techprereq updates even for tehos who already are set, but it doesnt tell me why Steal has disapeard

Code:
<Row>
			<Class>UNITCLASS_AXE_THROWER</Class>
			<Type>UNIT_AXE_THROWER</Type>
			<PrereqTech>MINING</PrereqTech>
			<Combat>9</Combat>
			<RangedCombat>9</RangedCombat>
			<Cost>56</Cost>
			<Moves>2</Moves>
			<CombatClass>UNITCOMBAT_ARCHER</CombatClass>
			<Range>1</Range>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_AXE_THROWER_DESC</Description>
			<Civilopedia>TXT_KEY_UNIT_AXE_THROWER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_AXE_THROWER_STRATEGY</Strategy>
			<Help>TXT_KEY_UNIT_AXE_THROWER_HELP</Help>
			<MilitarySupport>true</MilitarySupport>
			<MilitaryProduction>true</MilitaryProduction>
			<Pillage>true</Pillage>
			<ObsoleteTech>TECH_CHIVALRY</ObsoleteTech>
			<GoodyHutUpgradeUnitClass>UNITCLASS_COMPOSITE_BOWMAN</GoodyHutUpgradeUnitClass>
			<AdvancedStartCost>15</AdvancedStartCost>
			<XPValueAttack>3</XPValueAttack>
			<XPValueDefense>3</XPValueDefense>
			<UnitArtInfo>ART_DEF_UNIT_HAND_AXE_BARBARIAN</UnitArtInfo>
			<UnitFlagAtlas>EXPANSION2_UNIT_FLAG_ATLAS</UnitFlagAtlas>
			<UnitFlagIconOffset>9</UnitFlagIconOffset>
			<IconAtlas>EXPANSION2_UNIT_ATLAS</IconAtlas>
			<PortraitIndex>9</PortraitIndex>
		</Row>
 
It's spelled STEEL.

LOL shame on me hahahah thank you


Code:
<UnitClasses>
		<Row>
			<Type>UNITCLASS_AXE_THROWER</Type>
			<Description>TXT_KEY_UNIT_AXE_THROWER</Description>
			<DefaultUnit>UNIT_AXE_THROWER</DefaultUnit>
		</Row>
		<Row>
			<Type>UNITCLASS_EARLY_MACEMAN</Type>
			<Description>TXT_KEY_UNIT_EARLY_MACEMAN</Description>
			<DefaultUnit>UNIT_EARLY_MACEMAN</DefaultUnit>
		</Row>
	</UnitClasses>

	<Units>
		<Row>
			<Class>UNITCLASS_WARRIOR</Class>
			<Type>UNIT_RAIDER</Type>
			<Combat>8</Combat>
			<Cost>40</Cost>
			<FaithCost>80</FaithCost>
			<RequiresFaithPurchaseEnabled>true</RequiresFaithPurchaseEnabled>
			<Moves>2</Moves>
			<CombatClass>UNITCOMBAT_MELEE</CombatClass>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_RAIDER_DESC</Description>
			<Civilopedia>TXT_KEY_UNIT_RAIDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_RAIDER_STRATEGY</Strategy>
			<Help>TXT_KEY_UNIT_RAIDER_HELP</Help>
			<MilitarySupport>true</MilitarySupport>
			<MilitaryProduction>true</MilitaryProduction>
			<Pillage>true</Pillage>
			<ObsoleteTech>TECH_METAL_CASTING</ObsoleteTech>
			<GoodyHutUpgradeUnitClass>UNITCLASS_SPEARMAN</GoodyHutUpgradeUnitClass>
			<AdvancedStartCost>10</AdvancedStartCost>
			<WorkRate>200</WorkRate>
			<XPValueAttack>4</XPValueAttack>
			<XPValueDefense>4</XPValueDefense>
			<Conscription>1</Conscription>
			<UnitArtInfo>ART_DEF_UNIT__WARRIOR</UnitArtInfo>
			<UnitFlagIconOffset>3</UnitFlagIconOffset>
			<IconAtlas>UNIT_ATLAS_1</IconAtlas>
			<PortraitIndex>3</PortraitIndex>
			<MoveRate>HEAVY_BIPED</MoveRate>
		</Row>
		<Row>
			<Class>UNITCLASS_AXE_THROWER</Class>
			<Type>UNIT_AXE_THROWER</Type>
			<PrereqTech>MINING</PrereqTech>
			<Combat>9</Combat>
			<RangedCombat>9</RangedCombat>
			<Cost>56</Cost>
			<Moves>2</Moves>
			<CombatClass>UNITCOMBAT_ARCHER</CombatClass>
			<Range>1</Range>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_AXE_THROWER_DESC</Description>
			<Civilopedia>TXT_KEY_UNIT_AXE_THROWER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_AXE_THROWER_STRATEGY</Strategy>
			<Help>TXT_KEY_UNIT_AXE_THROWER_HELP</Help>
			<MilitarySupport>true</MilitarySupport>
			<MilitaryProduction>true</MilitaryProduction>
			<Pillage>true</Pillage>
			<ObsoleteTech>TECH_CHIVALRY</ObsoleteTech>
			<GoodyHutUpgradeUnitClass>UNITCLASS_COMPOSITE_BOWMAN</GoodyHutUpgradeUnitClass>
			<AdvancedStartCost>15</AdvancedStartCost>
			<XPValueAttack>3</XPValueAttack>
			<XPValueDefense>3</XPValueDefense>
			<UnitArtInfo>ART_DEF_UNIT_HAND_AXE_BARBARIAN</UnitArtInfo>
			<UnitFlagAtlas>EXPANSION2_UNIT_FLAG_ATLAS</UnitFlagAtlas>
			<UnitFlagIconOffset>9</UnitFlagIconOffset>
			<IconAtlas>EXPANSION2_UNIT_ATLAS</IconAtlas>
			<PortraitIndex>9</PortraitIndex>
		</Row>
		<Row>
			<Class>UNITCLASS_AXE_THROWER</Class>
			<Type>UNIT_MARAUDER</Type>
			<Combat>9</Combat>
			<RangedCombat>9</RangedCombat>
			<Cost>56</Cost>
			<FaithCost>112</FaithCost>
			<RequiresFaithPurchaseEnabled>true</RequiresFaithPurchaseEnabled>
			<Moves>2</Moves>
			<Range>1</Range>
			<CombatClass>UNITCOMBAT_ARCHER</CombatClass>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_MARAUDER_DESC</Description>
			<Civilopedia>TXT_KEY_UNIT_MARAUDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MARAUDER_STRATEGY</Strategy>
			<Help>TXT_KEY_UNIT_MARAUDER_HELP</Help>
			<MilitarySupport>true</MilitarySupport>
			<MilitaryProduction>true</MilitaryProduction>
			<Pillage>true</Pillage>
			<ObsoleteTech>TECH_CHIVALRY</ObsoleteTech>
			<GoodyHutUpgradeUnitClass>UNITCLASS_COMPOSITE_BOWMAN</GoodyHutUpgradeUnitClass>
			<AdvancedStartCost>15</AdvancedStartCost>
			<WorkRate>100</WorkRate>
			<XPValueAttack>4</XPValueAttack>
			<XPValueDefense>4</XPValueDefense>
			<UnitArtInfo>ART_DEF_UNIT_HAND_AXE_BARBARIAN</UnitArtInfo>
			<UnitFlagAtlas>EXPANSION2_UNIT_FLAG_ATLAS</UnitFlagAtlas>
			<UnitFlagIconOffset>9</UnitFlagIconOffset>
			<IconAtlas>EXPANSION2_UNIT_ATLAS</IconAtlas>
			<PortraitIndex>9</PortraitIndex>
		</Row>
		<Row>
			<Class>UNITCLASS_COMPOSITE_BOWMAN</Class>
			<Type>UNIT_ZEN_ARCHER</Type>
			<PrereqTech>TECH_CONSTRUCTION</PrereqTech>
			<Combat>9</Combat>
			<RangedCombat>12</RangedCombat>
			<Cost>75</Cost>
			<FaithCost>150</FaithCost>
			<RequiresFaithPurchaseEnabled>true</RequiresFaithPurchaseEnabled>
			<Moves>2</Moves>
			<Range>2</Range>
			<CombatClass>UNITCOMBAT_ARCHER</CombatClass>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_RANGED</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ZEN_ARCHER_DESC</Description>
			<Civilopedia>TXT_KEY_UNIT_ZEN_ARCHER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ZEN_ARCHER_STRATEGY</Strategy>
			<Help>TXT_KEY_UNIT_ZEN_ARCHER_HELP</Help>
			<MilitarySupport>true</MilitarySupport>
			<MilitaryProduction>true</MilitaryProduction>
			<Pillage>true</Pillage>
			<ObsoleteTech>TECH_MACHINERY</ObsoleteTech>
			<GoodyHutUpgradeUnitClass>UNITCLASS_CROSSBOWMAN</GoodyHutUpgradeUnitClass>
			<AdvancedStartCost>20</AdvancedStartCost>
			<WorkRate>100</WorkRate>
			<XPValueAttack>4</XPValueAttack>
			<XPValueDefense>4</XPValueDefense>
			<UnitArtInfo>ART_DEF_UNIT_COMPOSITE_BOWMAN</UnitArtInfo>
			<UnitFlagAtlas>EXPANSION_UNIT_FLAG_ATLAS</UnitFlagAtlas>
			<UnitFlagIconOffset>13</UnitFlagIconOffset>
			<IconAtlas>EXPANSION_UNIT_ATLAS_1</IconAtlas>
			<PortraitIndex>13</PortraitIndex>
		</Row>
		<Row>
			<Class>UNITCLASS_HORSEMAN</Class>
			<Type>UNIT_ROUGH_RIDER</Type>
			<PrereqTech>TECH_HORSEBACK_RIDING</PrereqTech>
			<Combat>13</Combat>
			<Cost>75</Cost>
			<FaithCost>150</FaithCost>
			<RequiresFaithPurchaseEnabled>true</RequiresFaithPurchaseEnabled>
			<Moves>4</Moves>
			<HurryCostModifier>20</HurryCostModifier>
			<CombatClass>UNITCOMBAT_MOUNTED</CombatClass>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_FAST_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_ROUGH_RIDER_DESC</Description>
			<Civilopedia>TXT_KEY_UNIT_ROUGH_RIDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ROUGH_RIDER_STRATEGY</Strategy>
			<Help>TXT_KEY_UNIT_ROUGH_RIDER_HELP</Help>
			<MilitarySupport>true</MilitarySupport>
			<MilitaryProduction>true</MilitaryProduction>
			<Pillage>true</Pillage>
			<ObsoleteTech>TECH_CHIVALRY</ObsoleteTech>
			<GoodyHutUpgradeUnitClass>UNITCLASS_KNIGHT</GoodyHutUpgradeUnitClass>
			<AdvancedStartCost>20</AdvancedStartCost>
			<XPValueAttack>4</XPValueAttack>
			<XPValueDefense>4</XPValueDefense>
			<UnitArtInfo>ART_DEF_UNIT_AKAZONAE_JAPAN</UnitArtInfo>
			<UnitFlagIconOffset>17</UnitFlagIconOffset>
			<IconAtlas>UNIT_ATLAS_1</IconAtlas>
			<PortraitIndex>17</PortraitIndex>
			<MoveRate>QUADRUPED</MoveRate>
		</Row>
		<Row>
			<Class>UNITCLASS_EARLY_MACEMAN</Class>
			<Type>UNIT_EARLY_MACEMAN</Type>
			<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
			<Combat>11</Combat>
			<Cost>56</Cost>
			<FaithCost>112</FaithCost>
			<RequiresFaithPurchaseEnabled>true</RequiresFaithPurchaseEnabled>
			<Moves>2</Moves>
			<CombatClass>UNITCOMBAT_MELEE</CombatClass>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Description>TXT_KEY_UNIT_EARLY_MACEMAN_DESC</Description>
			<Civilopedia>TXT_KEY_UNIT_EARLY_MACEMAN_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_EARLY_MACEMAN_STRATEGY</Strategy>
			<Help>TXT_KEY_UNIT_EARLY_MACEMAN_HELP</Help>
			<MilitarySupport>true</MilitarySupport>
			<MilitaryProduction>true</MilitaryProduction>
			<Pillage>true</Pillage>
			<ObsoleteTech>TECH_CIVIL_SERVICE</ObsoleteTech>
			<GoodyHutUpgradeUnitClass>UNITCLASS_LONGSWORDSMAN</GoodyHutUpgradeUnitClass>
			<AdvancedStartCost>15</AdvancedStartCost>
			<XPValueAttack>3</XPValueAttack>
			<XPValueDefense>3</XPValueDefense>
			<Conscription>2</Conscription>
			<UnitArtInfo>ART_DEF_UNIT_EARLY_MACEMAN</UnitArtInfo>
			<UnitFlagIconOffset>3</UnitFlagIconOffset>
			<IconAtlas>UNIT_ATLAS_1</IconAtlas>
			<PortraitIndex>25</PortraitIndex>
		</Row>
		<Update>
			<Where Type="UNIT_JAPANESE_SAMURAI"/>
			<Set Combat="24" ObsoleteTech="TECH_RIFLING" GoodyHutUpgradeUnitClass="UNITCLASS_RIFLEMAN" WorkRate="0" XPValueAttack="4" XPValueDefense="4"/>
		</Update>
		<Update>
			<Where Type="UNIT_KNIGHT"/>
			<Set PrereqTech="TECH_GUILDS"/>
		</Update>
		<Update>
			<Where Type="UNIT_CROSSBOWMAN"/>
			<Set PrereqTech="TECH_PHYSICS"/>
		</Update>
		<Delete Type="UNIT_BARBARIAN_AXMAN" />
	</Units>

I also made like TAXEMAN mod xml, delete BARBARIAN_AXMAN
 
TECHTREE3.jpg
Code:
<Technologies>
		<Row>
			<Type>TECH_FAKE1</Type>
			<Cost>485</Cost>
			<Description>TXT_KEY_TECH_FAKE1_DESC</Description>
			<Civilopedia>TXT_KEY_TECH_FAKE1_PEDIA</Civilopedia>
			<Help>TXT_KEY_TECH_FAKE1_HELP</Help>
			<Era>ERA_MEDIEVAL</Era>
			<GridX>6</GridX>
			<GridY>3</GridY>
			<Quote>TXT_KEY_TECH_MACHINERY_QUOTE</Quote>
			<PortraitIndex>19</PortraitIndex>
			<IconAtlas>TECH_ATLAS_1</IconAtlas>
			<AudioIntro>AS2D_TECH_MACHINERY</AudioIntro>
			<AudioIntroHeader>AS2D_HEADING_TECH_MACHINERY</AudioIntroHeader>
		</Row>
		<Row>
			<Type>TECH_FAKE2</Type>
			<Cost>485</Cost>
			<Description>TXT_KEY_TECH_FAKE2_DESC</Description>
			<Civilopedia>TXT_KEY_TECH_FAKE2_PEDIA</Civilopedia>
			<Help>TXT_KEY_TECH_FAKE2_HELP</Help>
			<Era>ERA_MEDIEVAL</Era>
			<GridX>6</GridX>
			<GridY>7</GridY>
			<Quote>TXT_KEY_TECH_MACHINERY_QUOTE</Quote>
			<PortraitIndex>19</PortraitIndex>
			<IconAtlas>TECH_ATLAS_1</IconAtlas>
			<AudioIntro>AS2D_TECH_MACHINERY</AudioIntro>
			<AudioIntroHeader>AS2D_HEADING_TECH_MACHINERY</AudioIntroHeader>
		</Row>
		<Row>
			<Type>TECH_FAKE3</Type>
			<Cost>485</Cost>
			<Description>TXT_KEY_TECH_FAKE1_DESC</Description>
			<Civilopedia>TXT_KEY_TECH_FAKE1_PEDIA</Civilopedia>
			<Help>TXT_KEY_TECH_FAKE1_HELP</Help>
			<Era>ERA_MEDIEVAL</Era>
			<GridX>6</GridX>
			<GridY>9</GridY>
			<Quote>TXT_KEY_TECH_MACHINERY_QUOTE</Quote>
			<PortraitIndex>19</PortraitIndex>
			<IconAtlas>TECH_ATLAS_1</IconAtlas>
			<AudioIntro>AS2D_TECH_MACHINERY</AudioIntro>
			<AudioIntroHeader>AS2D_HEADING_TECH_MACHINERY</AudioIntroHeader>
		</Row>
		<Update>
			<Where Type="TECH_METAL_CASTING"/>
			<Set Cost="210" GridX="4" GridY="9" Era="ERA_CLASSICAL"/>
		</Update>
		<Update>
			<Where Type="TECH_IRON_WORKING"/>
			<Set Cost="135" GridX="3" GridY="9"/>
		</Update>
		<Update>
			<Where Type="TECH_PHYSICS"/>
			<Set Cost="300" GridX="5" GridY="7"/>
		</Update>
		<Update>
			<Where Type="TECH_MACHINERY"/>
			<Set GridX="6" GridY="8"/>
		</Update>
		<Update>
			<Where Type="TECH_STEEL"/>
			<Set Cost="300" GridX="5" GridY="9"/>
		</Update>
	</Technologies>

	<Technology_PrereqTechs>
		<Update>
			<Where Type="TECH_METAL_CASTING"/>
			<Set PrereqTech="TECH_CONSTRUCTION"/>
		</Update>
		<Update>
			<Where Type="TECH_METAL_CASTING"/>
			<Set PrereqTech="TECH_IRON_WORKING"/>
		</Update>
		<Update>
			<Where Type="TECH_STEEL"/>
			<Set PrereqTech="TECH_ENGINEERING"/>
		</Update>
		<Update>
			<Where Type="TECH_STEEL"/>
			<Set PrereqTech="TECH_METAL_CASTING"/>
		</Update>
		<Update>
			<Where Type="TECH_PHYSICS"/>
			<Set PrereqTech="TECH_ENGINEERING"/>
		</Update>
		<Update>
			<Where Type="TECH_PHYSICS"/>
			<Set PrereqTech="TECH_METAL_CASTING"/>
		</Update>
		<Update>
			<Where Type="TECH_MACHINERY"/>
			<Set PrereqTech="TECH_PHYSICS"/>
		</Update>
		<Update>
			<Where Type="TECH_FAKE2"/>
			<Set PrereqTech="TECH_PHYSICS"/>
		</Update>
		<Update>
			<Where Type="TECH_FAKE1"/>
			<Set PrereqTech="TECH_CIVIL_SERVICE"/>
		</Update>
		<Update>
			<Where TechType="TECH_MACHINERY"/>
			<Set PrereqTech="TECH_STEEL"/>
		</Update>
		<Update>
			<Where Type="TECH_FAKE3"/>
			<Set PrereqTech="TECH_STEEL"/>
		</Update>
		<Update>
			<Where Type="TECH_GUNPOWDER"/>
			<Set PrereqTech="TECH_MACHINERY"/>
		</Update>
		<Update>
			<Where Type="TECH_GUNPOWDER"/>
			<Set PrereqTech="TECH_FAKE2"/>
		</Update>
		<Update>
			<Where Type="TECH_PRINTING_PRESS"/>
			<Set PrereqTech="TECH_MACHINERY"/>
		</Update>
		<Update>
			<Where Type="TECH_PRINTING_PRESS"/>
			<Set PrereqTech="TECH_FAKE2"/>
		</Update>
		<Update>
			<Where Type="TECH_BANKING"/>
			<Set PrereqTech="TECH_FAKE1"/>
		</Update>
		<Update>
			<Where Type="TECH_BANKING"/>
			<Set PrereqTech="TECH_CHIVALRY"/>
		</Update>
		<Update>
			<Where Type="TECH_BANKING"/>
			<Set PrereqTech="TECH_FAKE2"/>
		</Update>
		<Update>
			<Where Type="TECH_BANKING"/>
			<Set PrereqTech="TECH_EDUCATION"/>
		</Update>
		<Update>
			<Where Type="TECH_ACOUSTICS"/>
			<Set PrereqTech="TECH_FAKE1"/>
		</Update>
		<Update>
			<Where Type="TECH_ACOUSTICS"/>
			<Set PrereqTech="TECH_EDUCATION"/>
		</Update>
		<Update>
			<Where Type="TECH_ASTRONOMY"/>
			<Set PrereqTech="TECH_FAKE1"/>
		</Update>
		<Update>
			<Where Type="TECH_ASTRONOMY"/>
			<Set PrereqTech="TECH_COMPASS"/>
		</Update>
		<Update>
			<Where Type="TECH_GUNPOWDER"/>
			<Set PrereqTech="TECH_FAKE3"/>
		</Update>
		<Delete TechType="TECH_METAL_CASTING" PrereqTech="TECH_ENGINEERING"/>
		<Delete TechType="TECH_MACHINERY" PrereqTech="TECH_ENGINEERING"/>
		<Delete TechType="TECH_GUNPOWDER" PrereqTech="TECH_STEEL"/>
		<Delete TechType="TECH_GUNPOWDER" PrereqTech="TECH_PHYSICS"/>
	</Technology_PrereqTechs>

I give uP !
 
Two things:
  1. In one of your earlier posts you had "<PrereqTech>MINING</PrereqTech>"
  2. Attach (or link to) a zipped-up copy of the built version of your mod. See this tutorial for how to add the attachment, and what is meant by the built version of the mod.
 
Two things:
  1. In one of your earlier posts you had "<PrereqTech>MINING</PrereqTech>"
  2. Attach (or link to) a zipped-up copy of the built version of your mod. See this tutorial for how to add the attachment, and what is meant by the built version of the mod.
Thanks for tip LeeS
Axe Thrower is fixed, lol , now the only problem is in my techs editions.
I released the mod without it, and i'll work on making the tech tree modif in separate mod, but i want my game ready for tonigh later cause i go work tomorow for 28 days, internets sucks ther so i might have very hard time to mod.
I am presently making this, i accidently erased my mod while sorting files, but now i am remaking it i should post it soon,

I took a quick look at Log File but it looks like chinese for me, i could see many times the word failed, mostly about Barbarian horseman, but i dont remember doing nothing about barbarian horseman... ?

Code:
<Language_en_US>
		<Row Tag="TXT_KEY_TECH_FAKE1_DESC">
			<Text>Fake Tech 1</Text>
		</Row>
		<Row Tag="TXT_KEY_TECH_FAKE1_HELP">
			<Text>Fake Tech.</Text>
		</Row>
		<Row Tag="TXT_KEY_TECH_FAKE1_PEDIA">
			<Text>A fake technologie to make Swords and Bows last longer.</Text>
		</Row>
		<Row Tag="TXT_KEY_TECH_FAKE2_DESC">
			<Text>Fake Tech 2</Text>
		</Row>
		<Row Tag="TXT_KEY_TECH_FAKE2_HELP">
			<Text>Fake Tech.</Text>
		</Row>
		<Row Tag="TXT_KEY_TECH_FAKE2_PEDIA">
			<Text>A fake technologie to make Swords and Bows last longer.</Text>
		</Row>
		<Row Tag="TXT_KEY_TECH_FAKE3_DESC">
			<Text>Fake Tech 3</Text>
		</Row>
		<Row Tag="TXT_KEY_TECH_FAKE3_HELP">
			<Text>Fake Tech.</Text>
		</Row>
		<Row Tag="TXT_KEY_TECH_FAKE3_PEDIA">
			<Text>A fake technologie to make Swords and Bows last longer.</Text>
		</Row>
		<Row Tag="TXT_KEY_PROMOTION_WAY_WARRIOR">
			<Text>Way of the Warrior</Text>
		</Row>

<Technologies>
		<Row>
			<Type>TECH_FAKE1</Type>
			<Cost>485</Cost>
			<Description>TXT_KEY_TECH_FAKE1_DESC</Description>
			<Civilopedia>TXT_KEY_TECH_FAKE1_PEDIA</Civilopedia>
			<Help>TXT_KEY_TECH_FAKE1_HELP</Help>
			<Era>ERA_MEDIEVAL</Era>
			<GridX>6</GridX>
			<GridY>3</GridY>
			<Quote>TXT_KEY_TECH_MACHINERY_QUOTE</Quote>
			<PortraitIndex>19</PortraitIndex>
			<IconAtlas>TECH_ATLAS_1</IconAtlas>
			<AudioIntro>AS2D_TECH_MACHINERY</AudioIntro>
			<AudioIntroHeader>AS2D_HEADING_TECH_MACHINERY</AudioIntroHeader>
		</Row>
		<Row>
			<Type>TECH_FAKE2</Type>
			<Cost>485</Cost>
			<Description>TXT_KEY_TECH_FAKE2_DESC</Description>
			<Civilopedia>TXT_KEY_TECH_FAKE2_PEDIA</Civilopedia>
			<Help>TXT_KEY_TECH_FAKE2_HELP</Help>
			<Era>ERA_MEDIEVAL</Era>
			<GridX>6</GridX>
			<GridY>7</GridY>
			<Quote>TXT_KEY_TECH_MACHINERY_QUOTE</Quote>
			<PortraitIndex>19</PortraitIndex>
			<IconAtlas>TECH_ATLAS_1</IconAtlas>
			<AudioIntro>AS2D_TECH_MACHINERY</AudioIntro>
			<AudioIntroHeader>AS2D_HEADING_TECH_MACHINERY</AudioIntroHeader>
		</Row>
		<Row>
			<Type>TECH_FAKE3</Type>
			<Cost>485</Cost>
			<Description>TXT_KEY_TECH_FAKE1_DESC</Description>
			<Civilopedia>TXT_KEY_TECH_FAKE1_PEDIA</Civilopedia>
			<Help>TXT_KEY_TECH_FAKE1_HELP</Help>
			<Era>ERA_MEDIEVAL</Era>
			<GridX>6</GridX>
			<GridY>9</GridY>
			<Quote>TXT_KEY_TECH_MACHINERY_QUOTE</Quote>
			<PortraitIndex>19</PortraitIndex>
			<IconAtlas>TECH_ATLAS_1</IconAtlas>
			<AudioIntro>AS2D_TECH_MACHINERY</AudioIntro>
			<AudioIntroHeader>AS2D_HEADING_TECH_MACHINERY</AudioIntroHeader>
		</Row>
		<Update>
			<Where Type="TECH_METAL_CASTING"/>
			<Set Cost="210" GridX="4" GridY="9" Era="ERA_CLASSICAL"/>
		</Update>
		<Update>
			<Where Type="TECH_IRON_WORKING"/>
			<Set Cost="135" GridX="3" GridY="9"/>
		</Update>
		<Update>
			<Where Type="TECH_PHYSICS"/>
			<Set Cost="300" GridX="5" GridY="7"/>
		</Update>
		<Update>
			<Where Type="TECH_MACHINERY"/>
			<Set GridX="6" GridY="8"/>
		</Update>
		<Update>
			<Where Type="TECH_STEEL"/>
			<Set Cost="300" GridX="5" GridY="9"/>
		</Update>
	</Technologies>

	<Technology_PrereqTechs>
		<Update>
			<Where Type="TECH_METAL_CASTING"/>
			<Set PrereqTech="TECH_CONSTRUCTION"/>
		</Update>
		<Update>
			<Where Type="TECH_METAL_CASTING"/>
			<Set PrereqTech="TECH_IRON_WORKING"/>
		</Update>
		<Update>
			<Where Type="TECH_STEEL"/>
			<Set PrereqTech="TECH_ENGINEERING"/>
		</Update>
		<Update>
			<Where Type="TECH_STEEL"/>
			<Set PrereqTech="TECH_METAL_CASTING"/>
		</Update>
		<Update>
			<Where Type="TECH_PHYSICS"/>
			<Set PrereqTech="TECH_ENGINEERING"/>
		</Update>
		<Update>
			<Where Type="TECH_PHYSICS"/>
			<Set PrereqTech="TECH_METAL_CASTING"/>
		</Update>
		<Update>
			<Where Type="TECH_MACHINERY"/>
			<Set PrereqTech="TECH_PHYSICS"/>
		</Update>
		<Update>
			<Where Type="TECH_FAKE2"/>
			<Set PrereqTech="TECH_PHYSICS"/>
		</Update>
		<Update>
			<Where Type="TECH_FAKE1"/>
			<Set PrereqTech="TECH_CIVIL_SERVICE"/>
		</Update>
		<Update>
			<Where TechType="TECH_MACHINERY"/>
			<Set PrereqTech="TECH_STEEL"/>
		</Update>
		<Update>
			<Where Type="TECH_FAKE3"/>
			<Set PrereqTech="TECH_STEEL"/>
		</Update>
		<Update>
			<Where Type="TECH_GUNPOWDER"/>
			<Set PrereqTech="TECH_MACHINERY"/>
		</Update>
		<Update>
			<Where Type="TECH_GUNPOWDER"/>
			<Set PrereqTech="TECH_FAKE2"/>
		</Update>
		<Update>
			<Where Type="TECH_PRINTING_PRESS"/>
			<Set PrereqTech="TECH_MACHINERY"/>
		</Update>
		<Update>
			<Where Type="TECH_PRINTING_PRESS"/>
			<Set PrereqTech="TECH_FAKE2"/>
		</Update>
		<Update>
			<Where Type="TECH_BANKING"/>
			<Set PrereqTech="TECH_FAKE1"/>
		</Update>
		<Update>
			<Where Type="TECH_BANKING"/>
			<Set PrereqTech="TECH_CHIVALRY"/>
		</Update>
		<Update>
			<Where Type="TECH_BANKING"/>
			<Set PrereqTech="TECH_FAKE2"/>
		</Update>
		<Update>
			<Where Type="TECH_BANKING"/>
			<Set PrereqTech="TECH_EDUCATION"/>
		</Update>
		<Update>
			<Where Type="TECH_ACOUSTICS"/>
			<Set PrereqTech="TECH_FAKE1"/>
		</Update>
		<Update>
			<Where Type="TECH_ACOUSTICS"/>
			<Set PrereqTech="TECH_EDUCATION"/>
		</Update>
		<Update>
			<Where Type="TECH_ASTRONOMY"/>
			<Set PrereqTech="TECH_FAKE1"/>
		</Update>
		<Update>
			<Where Type="TECH_ASTRONOMY"/>
			<Set PrereqTech="TECH_COMPASS"/>
		</Update>
		<Update>
			<Where Type="TECH_GUNPOWDER"/>
			<Set PrereqTech="TECH_FAKE3"/>
		</Update>
		<Delete TechType="TECH_METAL_CASTING" PrereqTech="TECH_ENGINEERING"/>
		<Delete TechType="TECH_MACHINERY" PrereqTech="TECH_ENGINEERING"/>
		<Delete TechType="TECH_GUNPOWDER" PrereqTech="TECH_STEEL"/>
		<Delete TechType="TECH_GUNPOWDER" PrereqTech="TECH_PHYSICS"/>
	</Technology_PrereqTechs>
I think my problem might be in technology prereqtechs, i wrote TechType and i should write only Type !???
 
  1. For SQL/XML errors you need to look in the "Database.log" file and not in the "xml.log" file. The vast majority of errors will be reported in "Database.log" and the errors that are often reported in "xml.log" simply aren't fatal-code type errors.
  2. So far as what column name you need to use within a particular gametable, don't guess:
    • Vanilla files are at:
      C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization V\assets\Gameplay\XML
    • G&K files are at:
      C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization V\assets\DLC\Expansion\Gameplay\XML
    • BNW files are at:
      C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization V\assets\DLC\Expansion2\Gameplay\XML
  3. The following information was taken directly from the defintiions of the technology prerequisite tables, and is found at the top of the file CIV5Technologies.xml. These definitions spell out the valid column names for the tables and the information those column names must reference back to:
    Code:
    <Table name="Technology_ORPrereqTechs">
    	<Column name="TechType" type="text" reference="Technologies(Type)"/>
    	<Column name="PrereqTech" type="text" reference="Technologies(Type)"/>
    </Table>
    <Table name="Technology_PrereqTechs">
    	<Column name="TechType" type="text" reference="Technologies(Type)"/>
    	<Column name="PrereqTech" type="text" reference="Technologies(Type)"/>
    </Table>
    Within both tables there is a column called <TechType>, and in both tables the data entered for <TechType> must reference back to one of the entries used for the column <Type> from within the <Technologies> table.
 
THank you very much Lees! im working right now on 13 hrs shiff for still 21 days in a row on diamond drill as helper in norther Nunavik, so i finish very much tired and i'll take a look at this when my eyes wont be so heavy.
Still thank you very much.
 
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