What will I have to add to my new civ in order to update it for G&K and BNW?

NSM

Chieftain
Joined
Jul 16, 2014
Messages
41
Title question. I know I have to add spy names, but is there anything else? I just want a basic checklist and maybe tutorials and such.
 
I think culture yields work differently, and you gotta keep in mind that some old buildings (like granaries and workshops, with the internal trade routes) were updated with new stuff. Also relative unit strengths are different between vanilla and the expansions. Also also, the health system going from 10 to 100, if you're messing with healing.

I don't thiiink there are too many things to keep in mind besides needing spy names, as long as you didn't replace buildings with new functions or units with a different combat strength!
 
Well, what did G&K add to the game? Ranged naval units, religion, espionage, new civs, Great Admirals, more docile AI and an expanded modern era. Ensure that your mod does not conflict with any of these, but for just a new civ you'll most likely need to just worry about religion espionage. Along with these you'll need to include such flavors in your mod as FLAVOR_ESPIONAGE and FLAVOR_RELIGION.
Spy names, though, are really the only thing that, without it, the game will crash. Even technically flavors can be ignored; they'll be assigned to a value of 5.

And what did BNW add? Tourism and expanded CV, great works and archaeology, ideologies, diplomats, trade routes, war-despising AI, Christianity split, and the world congress. Make sure nothing conflicts with these, although, unlike G&K, here there is nothing that is necessary to avoid a crash.
 
Buildings are changed substantially between Vanilla and G&K/BNW. Any unique (or other) building you have that had a <Culture>xx</Culture> column within the <Buildings> table needs to have that removed and the culture added to the <Building_YieldChanges> table like so
Code:
	<Building_YieldChanges>
		<Row>
			<BuildingType>BUILDING_NEW_BUILDING</BuildingType>
			<YieldType>YIELD_CULTURE</YieldType>
			<Yield>xx</Yield>
		</Row>
	</Building_YieldChanges>
If I recall you had this in your original attempt to make your civ for Vanilla, and you had to move it from the <Building_YieldChanges> to a direct column within the <Buildings> table. Now, to update to G&K/BNW, you get to do the exact opposite. Funs! :)

Also, the structure for which buildings require other building-classes has been shuffled around a bit for G&K/BNW. Here's a listing for BNW of Buildings and their classes, with the PreReq Building Class, and which civs have a unique building within a class. G&K will be the same for the most part except I can't remember without a lot of detail-checking which were added new between G&K and BNW.
Spoiler :
Code:
	The building class and simple building names shown in this file are correctly formatted
	for import (copying) into your mods. The cilization names shown are also correctly
	formatted.




		<!-- Religion Buildings -->

		BUILDINGCLASS_CATHEDRAL
			Default Building =	BUILDING_CATHEDRAL

		BUILDINGCLASS_MOSQUE
			Default Building =	BUILDING_MOSQUE

		BUILDINGCLASS_PAGODA
			Default Building =	BUILDING_PAGODA

		BUILDINGCLASS_MONASTERY
			Default Building =	BUILDING_MONASTERY

		<!-- Normal Buildings -->

		BUILDINGCLASS_RECYCLING_CENTER
			Default Building =	BUILDING_RECYCLING_CENTER

		BUILDINGCLASS_BOMB_SHELTER
			Default Building =	BUILDING_BOMB_SHELTER

		BUILDINGCLASS_CONSTABLE
			Default Building =	BUILDING_CONSTABLE

		BUILDINGCLASS_POLICE_STATION
			Default Building =	BUILDING_POLICE_STATION
			Prerequisite	=	BUILDINGCLASS_CONSTABLE

		BUILDINGCLASS_HOTEL
			Default Building =	BUILDING_HOTEL

		BUILDINGCLASS_CARAVANSARY
			Default Building =	BUILDING_CARAVANSARY

		BUILDINGCLASS_AIRPORT
			Default Building =	BUILDING_AIRPORT

		BUILDINGCLASS_COURTHOUSE
			Default Building =	BUILDING_COURTHOUSE

		BUILDINGCLASS_STABLE
			Default Building =	BUILDING_STABLE
			Unique Building =	BUILDING_DUCAL_STABLE		CIVILIZATION_POLAND

		BUILDINGCLASS_WATERMILL
			Default Building =	BUILDING_WATERMILL
			Unique Building =	BUILDING_FLOATING_GARDENS	CIVILIZATION_AZTEC

		BUILDINGCLASS_CIRCUS
			Default Building =	BUILDING_CIRCUS

		BUILDINGCLASS_FORGE
			Default Building =	BUILDING_FORGE

		BUILDINGCLASS_WINDMILL
			Default Building =	BUILDING_WINDMILL
			Unique Building =	BUILDING_COFFEE_HOUSE		CIVILIZATION_AUSTRIA

		BUILDINGCLASS_HYDRO_PLANT
			Default Building =	BUILDING_HYDRO_PLANT

		BUILDINGCLASS_MINT
			Default Building =	BUILDING_MINT

		BUILDINGCLASS_OBSERVATORY
			Default Building =	BUILDING_OBSERVATORY

		BUILDINGCLASS_GARDEN
			Default Building =	BUILDING_GARDEN
			Unique Building =	BUILDING_CANDI			CIVILIZATION_INDONESIA

		BUILDINGCLASS_LIGHTHOUSE
			Default Building =	BUILDING_LIGHTHOUSE

		BUILDINGCLASS_HARBOR
			Default Building =	BUILDING_HARBOR

		BUILDINGCLASS_SEAPORT
			Default Building =	BUILDING_SEAPORT
			Prerequisite	=	BUILDINGCLASS_HARBOR

		BUILDINGCLASS_COLOSSEUM
			Default Building =	BUILDING_COLOSSEUM

		BUILDINGCLASS_THEATRE	(Zoo)
			Default Building =	BUILDING_THEATRE
			Prerequisite	=	BUILDINGCLASS_COLOSSEUM

		BUILDINGCLASS_STADIUM
			Default Building =	BUILDING_STADIUM
			Prerequisite	=	BUILDINGCLASS_THEATRE

		BUILDINGCLASS_MONUMENT
			Default Building =	BUILDING_MONUMENT
			Unique Building =	BUILDING_STELE

		BUILDINGCLASS_AMPHITHEATER
			Default Building =	BUILDING_AMPHITHEATER
			Prerequisite	=	BUILDINGCLASS_MONUMENT

		BUILDINGCLASS_OPERA_HOUSE
			Default Building =	BUILDING_OPERA_HOUSE
			Unique Building =	BUILDING_CEILIDH_HALL		CIVILIZATION_CELTS
			Prerequisite	=	BUILDINGCLASS_AMPHITHEATER

		BUILDINGCLASS_MUSEUM
			Default Building =	BUILDING_MUSEUM
			Prerequisite	=	BUILDINGCLASS_OPERA_HOUSE

		BUILDINGCLASS_BROADCAST_TOWER
			Default Building =	BUILDING_BROADCAST_TOWER
			Prerequisite	=	BUILDINGCLASS_MUSEUM

		BUILDINGCLASS_SHRINE
			Default Building =	BUILDING_SHRINE
			Unique Building =	BUILDING_MAYA_PYRAMID		CIVILIZATION_MAYA

		BUILDINGCLASS_TEMPLE
			Default Building =	BUILDING_TEMPLE
			Unique Building =	BUILDING_MUD_PYRAMID_MOSQUE	CIVILIZATION_SONGHAI
			Unique Building =	BUILDING_BURIAL_TOMB		CIVILIZATION_EGYPT
			Prerequisite	=	BUILDINGCLASS_SHRINE

		BUILDINGCLASS_BARRACKS
			Default Building =	BUILDING_BARRACKS
			Unique Building =	BUILDING_KREPOST		CIVILIZATION_RUSSIA
			Unique Building =	BUILDING_IKANDA			CIVILIZATION_ZULU

		BUILDINGCLASS_ARMORY
			Default Building =	BUILDING_ARMORY
			Prerequisite	=	BUILDINGCLASS_BARRACKS

		BUILDINGCLASS_MILITARY_ACADEMY
			Default Building =	BUILDING_MILITARY_ACADEMY
			Prerequisite	=	BUILDINGCLASS_ARMORY

		BUILDINGCLASS_WALLS
			Default Building =	BUILDING_WALLS
			Unique Building =	BUILDING_WALLS_OF_BABYLON	CIVILIZATION_BABYLON

		BUILDINGCLASS_CASTLE
			Default Building =	BUILDING_CASTLE
			Unique Building =	BUILDING_MUGHAL_FORT		CIVILIZATION_INDIA
			Prerequisite	=	BUILDINGCLASS_WALLS

		BUILDINGCLASS_ARSENAL
			Default Building =	BUILDING_ARSENAL
			Prerequisite	=	BUILDINGCLASS_CASTLE

		BUILDINGCLASS_MILITARY_BASE
			Default Building =	BUILDING_MILITARY_BASE
			Prerequisite	=	BUILDINGCLASS_ARSENAL

		BUILDINGCLASS_GRANARY
			Default Building =	BUILDING_GRANARY

		BUILDINGCLASS_AQUEDUCT
			Default Building =	BUILDING_AQUEDUCT

		BUILDINGCLASS_HOSPITAL
			Default Building =	BUILDING_HOSPITAL
			Prerequisite	=	BUILDINGCLASS_AQUEDUCT

		BUILDINGCLASS_MEDICAL_LAB
			Default Building =	BUILDING_MEDICAL_LAB
			Prerequisite	=	BUILDINGCLASS_HOSPITAL

		BUILDINGCLASS_WORKSHOP
			Default Building =	BUILDING_WORKSHOP
			Unique Building =	BUILDING_LONGHOUSE		CIVILIZATION_IROQUOIS

		BUILDINGCLASS_FACTORY
			Default Building =	BUILDING_FACTORY
			Prerequisite	=	BUILDINGCLASS_WORKSHOP

		BUILDINGCLASS_NUCLEAR_PLANT
			Default Building =	BUILDING_NUCLEAR_PLANT
			Prerequisite	=	BUILDINGCLASS_FACTORY

		BUILDINGCLASS_SPACESHIP_FACTORY
			Default Building =	BUILDING_SPACESHIP_FACTORY
			Prerequisite	=	BUILDINGCLASS_FACTORY

		BUILDINGCLASS_SOLAR_PLANT
			Default Building =	BUILDING_SOLAR_PLANT
			Prerequisite	=	BUILDINGCLASS_FACTORY

		BUILDINGCLASS_MARKET
			Default Building =	BUILDING_MARKET
			Unique Building =	BUILDING_BAZAAR			CIVILIZATION_ARABIA

		BUILDINGCLASS_BANK
			Default Building =	BUILDING_BANK
			Unique Building =	BUILDING_SATRAPS_COURT		CIVILIZATION_PERSIA
			Unique Building =	BUILDING_HANSE			CIVILIZATION_GERMANY
			Prerequisite	=	BUILDINGCLASS_MARKET

		BUILDINGCLASS_STOCK_EXCHANGE
			Default Building =	BUILDING_STOCK_EXCHANGE
			Prerequisite	=	BUILDINGCLASS_BANK

		BUILDINGCLASS_LIBRARY
			Default Building =	BUILDING_LIBRARY
			Unique Building =	BUILDING_PAPER_MAKER		CIVILIZATION_CHINA
			Unique Building =	BUILDING_ROYAL_LIBRARY		CIVILIZATION_ASSYRIA

		BUILDINGCLASS_UNIVERSITY
			Default Building =	BUILDING_UNIVERSITY
			Unique Building =	BUILDING_WAT			CIVILIZATION_SIAM
			Prerequisite	=	BUILDINGCLASS_LIBRARY

		BUILDINGCLASS_PUBLIC_SCHOOL
			Default Building =	BUILDING_PUBLIC_SCHOOL
			Prerequisite	=	BUILDINGCLASS_UNIVERSITY

		BUILDINGCLASS_LABORATORY
			Default Building =	BUILDING_LABORATORY
			Prerequisite	=	BUILDINGCLASS_PUBLIC_SCHOOL

		BUILDINGCLASS_STONE_WORKS
			Default Building =	BUILDING_STONE_WORKS

		<!-- National Wonder -->

		BUILDINGCLASS_PALACE
			Default Building =		BUILDING_PALACE

		BUILDINGCLASS_INTELLIGENCE_AGENCY
			Default Building =		BUILDING_INTELLIGENCE_AGENCY
			Prerequisite every city	=	BUILDINGCLASS_POLICE_STATION

		BUILDINGCLASS_GRAND_TEMPLE
			Default Building =		BUILDING_GRAND_TEMPLE
			Prerequisite every city	=	BUILDINGCLASS_TEMPLE

		BUILDINGCLASS_TOURIST_CENTER
			Default Building =		BUILDING_TOURIST_CENTER
			Prerequisite every city	=	BUILDINGCLASS_HOTEL

		BUILDINGCLASS_HEROIC_EPIC
			Default Building =		BUILDING_HEROIC_EPIC
			Prerequisite every city	=	BUILDINGCLASS_BARRACKS

		BUILDINGCLASS_NATIONAL_EPIC
			Default Building =		BUILDING_NATIONAL_EPIC
			Prerequisite every city	=	BUILDINGCLASS_MONUMENT

		BUILDINGCLASS_CIRCUS_MAXIMUS
			Default Building =		BUILDING_CIRCUS_MAXIMUS
			Prerequisite every city	=	BUILDINGCLASS_COLOSSEUM

		BUILDINGCLASS_NATIONAL_TREASURY	(East India Company)
			Default Building =		BUILDING_NATIONAL_TREASURY
			Prerequisite every city	=	BUILDINGCLASS_MARKET

		BUILDINGCLASS_NATIONAL_COLLEGE
			Default Building =		BUILDING_NATIONAL_COLLEGE
			Prerequisite every city	=	BUILDINGCLASS_LIBRARY

		BUILDINGCLASS_IRONWORKS
			Default Building =		BUILDING_IRONWORKS
			Prerequisite every city	=	BUILDINGCLASS_WORKSHOP

		BUILDINGCLASS_OXFORD_UNIVERSITY
			Default Building =		BUILDING_OXFORD_UNIVERSITY
			Prerequisite every city	=	BUILDINGCLASS_UNIVERSITY

		BUILDINGCLASS_HERMITAGE
			Default Building =		BUILDING_HERMITAGE
			Prerequisite every city	=	BUILDINGCLASS_OPERA_HOUSE

		<!-- Culture Guilds-->

		BUILDINGCLASS_WRITERS_GUILD
			Default Building =		BUILDING_WRITERS_GUILD

		BUILDINGCLASS_ARTISTS_GUILD
			Default Building =		BUILDING_ARTISTS_GUILD

		BUILDINGCLASS_MUSICIANS_GUILD
			Default Building =		BUILDING_MUSICIANS_GUILD

		<!-- Wonders -->

		BUILDINGCLASS_STATUE_ZEUS
			Default Building =		BUILDING_STATUE_ZEUS

		BUILDINGCLASS_ALHAMBRA
			Default Building =		BUILDING_ALHAMBRA
			Free Building in City =		BUILDINGCLASS_CASTLE

		BUILDINGCLASS_CN_TOWER
			Default Building =		BUILDING_CN_TOWER
			Free Building All Cities =	BUILDINGCLASS_BROADCAST_TOWER

		BUILDINGCLASS_HUBBLE
			Default Building =		BUILDING_HUBBLE
			Free Building in City =		BUILDINGCLASS_SPACESHIP_FACTORY

		BUILDINGCLASS_LEANING_TOWER
			Default Building =		BUILDING_LEANING_TOWER

		BUILDINGCLASS_MOSQUE_OF_DJENNE
			Default Building =		BUILDING_MOSQUE_OF_DJENNE
			Free Building in City =		BUILDINGCLASS_MOSQUE

		BUILDINGCLASS_NEUSCHWANSTEIN
			Default Building =		BUILDING_NEUSCHWANSTEIN

		BUILDINGCLASS_PETRA
			Default Building =		BUILDING_PETRA

		BUILDINGCLASS_TERRACOTTA_ARMY
			Default Building =		BUILDING_TERRACOTTA_ARMY

		BUILDINGCLASS_GREAT_FIREWALL
			Default Building =		BUILDING_GREAT_FIREWALL

		BUILDINGCLASS_UFFIZI
			Default Building =		BUILDING_UFFIZI

		BUILDINGCLASS_GLOBE_THEATER
			Default Building =		BUILDING_GLOBE_THEATER

		BUILDINGCLASS_BROADWAY
			Default Building =		BUILDING_BROADWAY

		BUILDINGCLASS_RED_FORT
			Default Building =		BUILDING_RED_FORT

		BUILDINGCLASS_PRORA_RESORT
			Default Building =		BUILDING_PRORA_RESORT

		BUILDINGCLASS_BOROBUDUR
			Default Building =		BUILDING_BOROBUDUR

		BUILDINGCLASS_PARTHENON
			Default Building =		BUILDING_PARTHENON

		BUILDINGCLASS_PYRAMID
			Default Building =		BUILDING_PYRAMID

		BUILDINGCLASS_GREAT_LIBRARY
			Default Building =		BUILDING_GREAT_LIBRARY
			Free Building in City =		BUILDINGCLASS_LIBRARY

		BUILDINGCLASS_STONEHENGE
			Default Building =		BUILDING_STONEHENGE

		BUILDINGCLASS_HANGING_GARDEN
			Default Building =		BUILDING_HANGING_GARDEN
			Free Building in City =		BUILDINGCLASS_GARDEN

		BUILDINGCLASS_COLOSSUS
			Default Building =		BUILDING_COLOSSUS

		BUILDINGCLASS_GREAT_LIGHTHOUSE
			Default Building =		BUILDING_GREAT_LIGHTHOUSE
			Free Building in City =		BUILDINGCLASS_LIGHTHOUSE

		BUILDINGCLASS_ORACLE
			Default Building =		BUILDING_ORACLE

		BUILDINGCLASS_GREAT_WALL
			Default Building =		BUILDING_GREAT_WALL
			Free Building in City =		BUILDINGCLASS_WALLS

		BUILDINGCLASS_HAGIA_SOPHIA
			Default Building =		BUILDING_HAGIA_SOPHIA
			Free Building in City =		BUILDINGCLASS_TEMPLE

		BUILDINGCLASS_ANGKOR_WAT
			Default Building =		BUILDING_ANGKOR_WAT

		BUILDINGCLASS_NOTRE_DAME
			Default Building =		BUILDING_NOTRE_DAME

		BUILDINGCLASS_MACHU_PICHU
			Default Building =		BUILDING_MACHU_PICHU

		BUILDINGCLASS_CHICHEN_ITZA
			Default Building =		BUILDING_CHICHEN_ITZA

		BUILDINGCLASS_KREMLIN
			Default Building =		BUILDING_KREMLIN

		BUILDINGCLASS_FORBIDDEN_PALACE
			Default Building =		BUILDING_FORBIDDEN_PALACE

		BUILDINGCLASS_SISTINE_CHAPEL
			Default Building =		BUILDING_SISTINE_CHAPEL

		BUILDINGCLASS_HIMEJI_CASTLE
			Default Building =		BUILDING_HIMEJI_CASTLE
			Free Building in City =		BUILDINGCLASS_CASTLE

		BUILDINGCLASS_PORCELAIN_TOWER
			Default Building =		BUILDING_PORCELAIN_TOWER

		BUILDINGCLASS_TAJ_MAHAL
			Default Building =		BUILDING_TAJ_MAHAL

		BUILDINGCLASS_BIG_BEN
			Default Building =		BUILDING_BIG_BEN

		BUILDINGCLASS_BRANDENBURG_GATE
			Default Building =		BUILDING_BRANDENBURG_GATE

		BUILDINGCLASS_LOUVRE
			Default Building =		BUILDING_LOUVRE

		BUILDINGCLASS_EIFFEL_TOWER
			Default Building =		BUILDING_EIFFEL_TOWER

		BUILDINGCLASS_STATUE_OF_LIBERTY
			Default Building =		BUILDING_STATUE_OF_LIBERTY

		BUILDINGCLASS_CRISTO_REDENTOR
			Default Building =		BUILDING_CRISTO_REDENTOR

		BUILDINGCLASS_PENTAGON
			Default Building =		BUILDING_PENTAGON

		BUILDINGCLASS_UNITED_NATIONS
			Default Building =		BUILDING_UNITED_NATIONS

		BUILDINGCLASS_SYDNEY_OPERA_HOUSE
			Default Building =		BUILDING_SYDNEY_OPERA_HOUSE

		<!-- League Projects-->

		BUILDINGCLASS_INTERNATIONAL_SPACE_STATION
			Default Building =		BUILDING_INTERNATIONAL_SPACE_STATION
There are other changes to buildings and buildings-related tables, but as I recall from what I remember of your mod, I don't think any of them will directly affect you.

This should serve as at least part of your list of what needs to be changed. But I'm blanking-out in a brain-freeze kind of way what else besides spy names, and the differences to buildings, that you might have to adjust in a Vanilla civilization mod to make it work for G&K/BNW.
 
OK, so I thought I did everything right but I ran into some problems. I attached my mod.

in my database I had:

Code:
[260943.652] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[260943.652] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[260943.652] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[260943.652] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[260943.652] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[260943.652] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[260943.652] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[260943.652] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[260943.652] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[260945.742] Failure to check references for foreign key Units(PolicyType).
[260945.742] no such table: PolicyTypes

(I'm not sure what this one really means at all)

and it also says I'm missing entry for HYLIAN_SOLDIER?

When I started the mod the select screen wouldn't let me scroll down so I had to select it under advanced settings. Also only the Hylian Soldier icon was displayed, the Temple of Time one wasn't there.
 

Attachments

  • Zelda Civ (v 1) (2).zip
    8.2 MB · Views: 142
Code:
[260943.652] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[260943.652] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[260943.652] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[260943.652] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[260943.652] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[260943.652] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[260943.652] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[260943.652] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[260943.652] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[260945.742] Failure to check references for foreign key Units(PolicyType).
[260945.742] no such table: PolicyTypes
These are all rubbish errors that are the fault of Firaxis, not you, not any modder, and you just have to learn to ignore them.

Code:
(I'm not sure what this one really means at all)

and it also says I'm missing entry for HYLIAN_SOLDIER?
Commentary doesn't help us. What does the error actually say?

When I started the mod the select screen wouldn't let me scroll down so I had to select it under advanced settings. Also only the Hylian Soldier icon was displayed, the Temple of Time one wasn't there.
Your civ still does not have any two unique components. Yes, you have created a new unit and a new building, but you haven't actually set them as a UU and UB with entries in <Civilization_UnitClassOverrides> and <Civilization_BuildingClassOverrides>, respectively.
 
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