ScythianBeastie
Chieftain
The Select Civilizations screen is really, really picky.
For more than just one of your modded civs to appear in the list:
Here's something that made this relatively easy: Despite the fact that they're colloquially called "unique units", "unique buildings", and "unique improvements", they can be re-used among civs. For example, you can use the Warrior as each civ's Civilization_UnitClassOverrides entry, and use the Market as each civ's Civilization_BuildingClassOverrides entry, and it will work! (Or you could use two UnitClassOverrides, or two BuildingClassOverrides... whatever you prefer.)
(NOTE: Do *not* use the Worker for the unique unit; doing this prevented civs that did not have it as their Override from irrigating hill hexes.)
Here's an example of what I ended up doing for each of the civs in my mod (replacing XYZ with each civ's three-letter code, of course):
I've seen a fair number of threads where this problem has been puzzling quite a few people -- could this thread be made Sticky, to help folks avoid this problem in the future?
CREDIT WHERE CREDIT IS DUE: Thank you, Putmalk, for answering my question in that old thread -- and thank you, whoward69, for adding crucial input on this!

- Each and every civ in the mod must have at least two Overrides (see below).
- One type of Override is a Civilization_UnitClassOverrides value set (aka "unique unit").
- Another type of Override is a Civilization_BuildingClassOverrides value set (aka "unique building").
- Another item that works as an Override is a Unique Improvement. (So far, only 2 of those are possible -- the Polynesian moai and the Incan terraced farm.)
- Each and every civ in the mod has to have at least two Overrides of some kind. They can be of the same type or of different types -- just as long as each and every civ in the mod has at least two Overrides of some kind.
Here's something that made this relatively easy: Despite the fact that they're colloquially called "unique units", "unique buildings", and "unique improvements", they can be re-used among civs. For example, you can use the Warrior as each civ's Civilization_UnitClassOverrides entry, and use the Market as each civ's Civilization_BuildingClassOverrides entry, and it will work! (Or you could use two UnitClassOverrides, or two BuildingClassOverrides... whatever you prefer.)
(NOTE: Do *not* use the Worker for the unique unit; doing this prevented civs that did not have it as their Override from irrigating hill hexes.)

Here's an example of what I ended up doing for each of the civs in my mod (replacing XYZ with each civ's three-letter code, of course):
Code:
<Civilization_BuildingClassOverrides>
<Row>
<CivilizationType>CIVILIZATION_XYZ</CivilizationType>
<BuildingClassType>BUILDINGCLASS_MARKET</BuildingClassType>
<BuildingType>BUILDING_MARKET</BuildingType>
</Row>
</Civilization_BuildingClassOverrides>
<Civilization_UnitClassOverrides>
<Row>
<CivilizationType>CIVILIZATION_XYZ</CivilizationType>
<UnitClassType>UNITCLASS_WARRIOR</UnitClassType>
<UnitType>UNIT_WARRIOR</UnitType>
</Row>
</Civilization_UnitClassOverrides>
I've seen a fair number of threads where this problem has been puzzling quite a few people -- could this thread be made Sticky, to help folks avoid this problem in the future?
CREDIT WHERE CREDIT IS DUE: Thank you, Putmalk, for answering my question in that old thread -- and thank you, whoward69, for adding crucial input on this!
