You have double <GameData> -- </GameData> wraps in your civilization file and in some of the others:
Code:
<GameData>
4 <GameData>
5 <Civilizations>
This repeat may very well be causing a fail-mode of the entire file:
Code:
<Civilization_UnitClassOverrides>
169 <Row>
170 <CivilizationType>CIVILIZATION_USA</CivilizationType>
171 <UnitClassType>UNITCLASS_WORKER</UnitClassType>
172 <UnitType>UNIT_WORKER_OF_AMERICA</UnitType>
173 </Row>
174 <Row>
175 <CivilizationType>CIVILIZATION_USA</CivilizationType>
176 <UnitClassType>UNITCLASS_WORKER</UnitClassType>
177 <UnitType>UNIT_WORKER_OF_AMERICA</UnitType>
178 </Row>
179 </Civilization_UnitClassOverrides>
If you haven't already defined a leader trait for Eisenhower, then there's nothing for the game to update here. You want to do <Row> structuring and not <Update> structuring if the game
does not already have a <Row> with this info within the same game table. It does not matter what
file the code is in, it matters what
game table the code belongs to. But I think you have defined this same exact information elsewhere in your mod, so these lines are (a) unnecessary, and (b), actually counter-productive.
Code:
<Leader_Traits>
182 <Update>
183 <Set TraitType="TRAIT_WORKERS_OF_AMERICA"/>
184 <Where LeaderType="LEADER_EISENHOWER"/>
185 </Update>
186 </Leader_Traits>
Also, it's a little hard to navigate through the Github folders, but I'm not sure you ever actually defined the Trait TRAIT_WORKERS_OF_AMERICA within the <Traits> table. It is much easier for us to look through your mod if you attach the actual mod to a post, as shown how here :
whoward69's zip your mods and attach tutorial
Then we know for sure 100% that what you are showing us is what the game is seeing in the mod, and we can more easily add it to our MODS folder and run it ourselves in-game when looking through the files doesn't reveal the trouble.