Civ 5 Custom Civ: Need help!

Natalia Ilyukhin

Chieftain
Joined
Jan 26, 2018
Messages
20
Hello everyone, I'm just now starting to mod a civ into Civilization 5 for the sake of my friend and I play it a lot and most of the leaders don't suit what I aim for. I'm working on a civ right now that's not quite finished (needs art, music, etc) but i've come to an awkward point. The city names work, spies work, color change works, but the one thing that doesn't work is the uniques. I made a unique building that shows up in the tech trees but won't show up in city production, and a unique unit much like the great prophet except not a great person and makes a different structure (that i've also created in the ModBuddy xmls using the Holy Site's files and changing the name, yields, etc.) that won't even appear in the tech tree, OR on the leader screen at all. I've gone through about 3 tutorials and none of them have answers, and i followed them precisely, triple checking all my work. Please help!

Civ:

Code:
<?xml version="1.0" encoding="utf-8"?>
<GameData>
  <Civilizations>
    <Row>
      <Type>CIVILIZATION_SODOMITES</Type>
      <Description>TXT_KEY_CIV_SODOMITES_DESC</Description>
      <Civilopedia></Civilopedia>
      <CivilopediaTag>TXT_KEY_CIV5_SODOMITES</CivilopediaTag>
      <Strategy></Strategy>
      <Playable>1</Playable>
      <AIPlayable>1</AIPlayable>
      <ShortDescription>TXT_KEY_CIV_SODOMITES_SHORT_DESC</ShortDescription>
      <Adjective>TXT_KEY_CIV_SODOMITES_ADJECTIVE</Adjective>
      <DefaultPlayerColor>PLAYERCOLOR_SODOMITES</DefaultPlayerColor>
      <ArtDefineTag>ART_DEF_CIVILIZATION_ROME</ArtDefineTag>
      <ArtStyleType>ARTSTYLE_EUROPEAN</ArtStyleType>
      <ArtStyleSuffix>_EURO</ArtStyleSuffix>
      <ArtStylePrefix>EUROPEAN</ArtStylePrefix>
      <DerivativeCiv></DerivativeCiv>
      <PortraitIndex>3</PortraitIndex>
      <IconAtlas>EXPANSION_CIV_COLOR_ATLAS</IconAtlas>
      <AlphaIconAtlas>EXPANSION_CIV_ALPHA_ATLAS</AlphaIconAtlas>
      <MapImage>MapSODOMITES512.dds</MapImage>
      <DawnOfManQuote>TXT_KEY_CIV5_DAWN_SODOMITES_TEXT</DawnOfManQuote>
      <DawnOfManImage>DOM_NATALIA.dds</DawnOfManImage>
      <DawnOfManAudio>AS2D_DOM_SPEECH_SODOMITES</DawnOfManAudio>
      <SoundtrackTag></SoundtrackTag>
    </Row>
  </Civilizations>

  <Civilization_BuildingClassOverrides>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <BuildingClassType>BUILDINGCLASS_AMPHITHEATER</BuildingClassType>
      <BuildingType>BUILDING_PRINCESS_BED_CHAMBER</BuildingType>
    </Row>
  </Civilization_BuildingClassOverrides>
  <Civilization_CityNames>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <CityName>TXT_KEY_CITY_NAME_SODOMITES_0</CityName>
    </Row>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <CityName>TXT_KEY_CITY_NAME_SODOMITES_1</CityName>
    </Row>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <CityName>TXT_KEY_CITY_NAME_SODOMITES_2</CityName>
    </Row>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <CityName>TXT_KEY_CITY_NAME_SODOMITES_3</CityName>
    </Row>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <CityName>TXT_KEY_CITY_NAME_SODOMITES_4</CityName>
    </Row>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <CityName>TXT_KEY_CITY_NAME_SODOMITES_5</CityName>
    </Row>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <CityName>TXT_KEY_CITY_NAME_SODOMITES_6</CityName>
    </Row>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <CityName>TXT_KEY_CITY_NAME_SODOMITES_7</CityName>
    </Row>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <CityName>TXT_KEY_CITY_NAME_SODOMITES_8</CityName>
    </Row>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <CityName>TXT_KEY_CITY_NAME_SODOMITES_9</CityName>
    </Row>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <CityName>TXT_KEY_CITY_NAME_SODOMITES_10</CityName>
    </Row>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <CityName>TXT_KEY_CITY_NAME_SODOMITES_11</CityName>
    </Row>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <CityName>TXT_KEY_CITY_NAME_SODOMITES_12</CityName>
    </Row>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <CityName>TXT_KEY_CITY_NAME_SODOMITES_13</CityName>
    </Row>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <CityName>TXT_KEY_CITY_NAME_SODOMITES_14</CityName>
    </Row>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <CityName>TXT_KEY_CITY_NAME_SODOMITES_15</CityName>
    </Row>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <CityName>TXT_KEY_CITY_NAME_SODOMITES_16</CityName>
    </Row>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <CityName>TXT_KEY_CITY_NAME_SODOMITES_17</CityName>
    </Row>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <CityName>TXT_KEY_CITY_NAME_SODOMITES_18</CityName>
    </Row>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <CityName>TXT_KEY_CITY_NAME_SODOMITES_19</CityName>
    </Row>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <CityName>TXT_KEY_CITY_NAME_SODOMITES_20</CityName>
    </Row>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <CityName>TXT_KEY_CITY_NAME_SODOMITES_21</CityName>
    </Row>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <CityName>TXT_KEY_CITY_NAME_SODOMITES_22</CityName>
    </Row>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <CityName>TXT_KEY_CITY_NAME_SODOMITES_23</CityName>
    </Row>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <CityName>TXT_KEY_CITY_NAME_SODOMITES_24</CityName>
    </Row>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <CityName>TXT_KEY_CITY_NAME_SODOMITES_25</CityName>
    </Row>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <CityName>TXT_KEY_CITY_NAME_SODOMITES_26</CityName>
    </Row>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <CityName>TXT_KEY_CITY_NAME_SODOMITES_27</CityName>
    </Row>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <CityName>TXT_KEY_CITY_NAME_SODOMITES_28</CityName>
    </Row>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <CityName>TXT_KEY_CITY_NAME_SODOMITES_29</CityName>
    </Row>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <CityName>TXT_KEY_CITY_NAME_SODOMITES_30</CityName>
    </Row>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <CityName>TXT_KEY_CITY_NAME_SODOMITES_31</CityName>
    </Row>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <CityName>TXT_KEY_CITY_NAME_SODOMITES_32</CityName>
    </Row>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <CityName>TXT_KEY_CITY_NAME_SODOMITES_33</CityName>
    </Row>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <CityName>TXT_KEY_CITY_NAME_SODOMITES_34</CityName>
    </Row>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <CityName>TXT_KEY_CITY_NAME_SODOMITES_35</CityName>
    </Row>
  </Civilization_CityNames>
  <!-- Civilization_DisableTechs -->
  <Civilization_FreeBuildingClasses>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType>
    </Row>
  </Civilization_FreeBuildingClasses>
  <Civilization_FreeTechs>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <TechType>TECH_AGRICULTURE</TechType>
    </Row>
  </Civilization_FreeTechs>
  <Civilization_FreeUnits>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <UnitClassType>UNITCLASS_SETTLER</UnitClassType>
      <UnitAIType>UNITAI_SETTLE</UnitAIType>
      <Count>1</Count>
    </Row>
  </Civilization_FreeUnits>
  <Civilization_Leaders>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <LeaderheadType>LEADER_NATALIA</LeaderheadType>
    </Row>
  </Civilization_Leaders>
  <Civilization_Religions>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <ReligionType>RELIGION_CHRISTIANITY</ReligionType>
    </Row>
  </Civilization_Religions>
  <Civilization_SpyNames>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <SpyName>TXT_KEY_SPY_NAME_SODOMITES_0</SpyName>
    </Row>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <SpyName>TXT_KEY_SPY_NAME_SODOMITES_1</SpyName>
    </Row>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <SpyName>TXT_KEY_SPY_NAME_SODOMITES_2</SpyName>
    </Row>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <SpyName>TXT_KEY_SPY_NAME_SODOMITES_3</SpyName>
    </Row>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <SpyName>TXT_KEY_SPY_NAME_SODOMITES_4</SpyName>
    </Row>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <SpyName>TXT_KEY_SPY_NAME_SODOMITES_5</SpyName>
    </Row>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <SpyName>TXT_KEY_SPY_NAME_SODOMITES_6</SpyName>
    </Row>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <SpyName>TXT_KEY_SPY_NAME_SODOMITES_7</SpyName>
    </Row>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <SpyName>TXT_KEY_SPY_NAME_SODOMITES_8</SpyName>
    </Row>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <SpyName>TXT_KEY_SPY_NAME_SODOMITES_9</SpyName>
    </Row>
  </Civilization_SpyNames>
  <Civilization_UnitClassOverrides>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <UnitClassType>UNITCLASS_SWORDSMAN</UnitClassType>
      <UnitType>UNIT_SODOMITE_DANCERS</UnitType>
    </Row>
  </Civilization_UnitClassOverrides>
  <!-- Civilization_Start_Along_Ocean -->
  <!-- Civilization_Start_Along_River -->
  <Civilization_Start_Region_Priority>
    <Row>
      <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
      <RegionType>REGION_DESERT</RegionType>
    </Row>
  </Civilization_Start_Region_Priority>
  <!-- Civilization_Start_Region_Avoid -->
  <!-- Civilization_Start_Place_First_Along_Ocean -->
    <Civilization_Start_Region_Avoid>
        <Row>
            <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
            <RegionType>REGION_JUNGLE</RegionType>
        </Row>
    </Civilization_Start_Region_Avoid>
  <PlayerColors>
    <Row>
      <Type>PLAYERCOLOR_SODOMITES</Type>
      <PrimaryColor>COLOR_PLAYER_SODOMITES_ICON</PrimaryColor>
      <SecondaryColor>COLOR_PLAYER_SODOMITES_BACKGROUND</SecondaryColor>
      <TextColor>COLOR_PLAYER_WHITE_TEXT</TextColor>
    </Row>
  </PlayerColors>
  <Colors>
    <Row>
      <Type>COLOR_PLAYER_SODOMITES_ICON</Type>
      <Red>1.0</Red>
      <Green>0.010</Green>
      <Blue>1.0</Blue>
      <Alpha>1.0</Alpha>
    </Row>
  </Colors>
  <Colors>
    <Row>
      <Type>COLOR_PLAYER_SODOMITES_BACKGROUND</Type>
      <Red>0.0862</Red>
      <Green>0.3607</Green>
      <Blue>1.247</Blue>
      <Alpha>1.0</Alpha>
    </Row>
  </Colors>

  <Language_en_US>
    <Row Tag="TXT_KEY_CIV_SODOMITES_DESC">
      <Text>People of Sodom</Text>
    </Row>
    <Row Tag="TXT_KEY_CIV5_SODOMITES_FACTOID_HEADING">
      <Text>Factoids</Text>
    </Row>
    <Row Tag="TXT_KEY_CIV5_SODOMITES_FACTOID_TEXT">
      <Text><!-- Add Civilopedia text here --></Text>
    </Row>
    <Row Tag="TXT_KEY_CIV5_SODOMITES_HEADING_1">
      <Text>History</Text>
    </Row>
    <Row Tag="TXT_KEY_CIV5_SODOMITES_HEADING_10">
      <Text>Babylonian Language</Text>
    </Row>
    <Row Tag="TXT_KEY_CIV5_SODOMITES_HEADING_11">
      <Text>Modern Ruins</Text>
    </Row>
    <Row Tag="TXT_KEY_CIV5_SODOMITES_HEADING_2">
      <Text>Terrain and Climate</Text>
    </Row>
    <Row Tag="TXT_KEY_CIV5_SODOMITES_HEADING_3">
      <Text>Sodomite Origins</Text>
    </Row>
    <Row Tag="TXT_KEY_CIV5_SODOMITES_HEADING_4">
      <Text>Sodomites of Gommorah</Text>
    </Row>
    <Row Tag="TXT_KEY_CIV5_SODOMITES_HEADING_5">
      <Text>The Influence of Cultures</Text>
    </Row>
    <Row Tag="TXT_KEY_CIV5_SODOMITES_HEADING_6">
      <Text>The Tension</Text>
    </Row>
    <Row Tag="TXT_KEY_CIV5_SODOMITES_HEADING_7">
      <Text>The Tribal Wars</Text>
    </Row>
    <Row Tag="TXT_KEY_CIV5_SODOMITES_HEADING_8">
      <Text>Influence of Wide Spread Culture</Text>
    </Row>
    <Row Tag="TXT_KEY_CIV5_SODOMITES_HEADING_9">
      <Text>Sodom Herecy</Text>
    </Row>
    <Row Tag="TXT_KEY_CIV5_SODOMITES_TEXT_1">
      <Text><!-- Add Civilopedia text here --></Text>
    </Row>
    <Row Tag="TXT_KEY_CIV5_SODOMITES_TEXT_10">
      <Text><!-- Add Civilopedia text here --></Text>
    </Row>
    <Row Tag="TXT_KEY_CIV5_SODOMITES_TEXT_11">
      <Text><!-- Add Civilopedia text here --></Text>
    </Row>
    <Row Tag="TXT_KEY_CIV5_SODOMITES_TEXT_2">
      <Text><!-- Add Civilopedia text here --></Text>
    </Row>
    <Row Tag="TXT_KEY_CIV5_SODOMITES_TEXT_3">
      <Text><!-- Add Civilopedia text here --></Text>
    </Row>
    <Row Tag="TXT_KEY_CIV5_SODOMITES_TEXT_4">
      <Text><!-- Add Civilopedia text here --></Text>
    </Row>
    <Row Tag="TXT_KEY_CIV5_SODOMITES_TEXT_5">
      <Text><!-- Add Civilopedia text here --></Text>
    </Row>
    <Row Tag="TXT_KEY_CIV5_SODOMITES_TEXT_6">
      <Text><!-- Add Civilopedia text here --></Text>
    </Row>
    <Row Tag="TXT_KEY_CIV5_SODOMITES_TEXT_7">
      <Text><!-- Add Civilopedia text here --></Text>
    </Row>
    <Row Tag="TXT_KEY_CIV5_SODOMITES_TEXT_8">
      <Text><!-- Add Civilopedia text here --></Text>
    </Row>
    <Row Tag="TXT_KEY_CIV5_SODOMITES_TEXT_9">
      <Text><!-- Add Civilopedia text here --></Text>
    </Row>
    <Row Tag="TXT_KEY_CIV5_SODOMITES_TITLE">
      <Text>The Sodomites</Text>
    </Row>
    <Row Tag="TXT_KEY_CIV_SODOMITES_SHORT_DESC">
      <Text>Sodomites</Text>
    </Row>
    <Row Tag="TXT_KEY_CIV_SODOMITES_ADJECTIVE">
      <Text>Sodom</Text>
    </Row>
    <Row Tag="TXT_KEY_CIV5_DAWN_SODOMITES_TEXT">
      <Text>Be at ease, Princess of Pleasures Natalia Ilyukhin. Your strife toward peace amongst your people has finally come, through your hard work of bringing frivolous community sprouted an age of freedom of man, free from God's will and free from the strain of peering eyes. The great city of Sodom, burning the night sky brighter than a star with nightly pleasures in your Brothels brings a peace between the tension of the surrounding tribes that once went to war. Can your strife toward peace through molding of cultures last, or will these varied people bring your ideals to their ends?</Text>
    </Row>
    <Row Tag="TXT_KEY_CITY_NAME_SODOMITES_0">
      <Text>Pleasure Palace</Text>
    </Row>
    <Row Tag="TXT_KEY_CITY_NAME_SODOMITES_1">
      <Text>Gypsy's Crossing</Text>
    </Row>
    <Row Tag="TXT_KEY_CITY_NAME_SODOMITES_2">
      <Text>Moasada</Text>
    </Row>
    <Row Tag="TXT_KEY_CITY_NAME_SODOMITES_3">
      <Text>Zoara</Text>
    </Row>
    <Row Tag="TXT_KEY_CITY_NAME_SODOMITES_4">
      <Text>Kharbet</Text>
    </Row>
    <Row Tag="TXT_KEY_CITY_NAME_SODOMITES_5">
      <Text>Usdum</Text>
    </Row>
    <Row Tag="TXT_KEY_CITY_NAME_SODOMITES_6">
      <Text>Admah</Text>
    </Row>
    <Row Tag="TXT_KEY_CITY_NAME_SODOMITES_7">
      <Text>Zeboim</Text>
    </Row>
    <Row Tag="TXT_KEY_CITY_NAME_SODOMITES_8">
      <Text>Bela</Text>
    </Row>
    <Row Tag="TXT_KEY_CITY_NAME_SODOMITES_9">
      <Text>Sidamu</Text>
    </Row>
    <Row Tag="TXT_KEY_CITY_NAME_SODOMITES_10">
      <Text>Ima'ar</Text>
    </Row>
    <Row Tag="TXT_KEY_CITY_NAME_SODOMITES_11">
      <Text>Road of Wonder</Text>
    </Row>
    <Row Tag="TXT_KEY_CITY_NAME_SODOMITES_12">
      <Text>Bab edh-Dhra</Text>
    </Row>
    <Row Tag="TXT_KEY_CITY_NAME_SODOMITES_13">
      <Text>Numeira</Text>
    </Row>
    <Row Tag="TXT_KEY_CITY_NAME_SODOMITES_14">
      <Text>Al-Safi</Text>
    </Row>
    <Row Tag="TXT_KEY_CITY_NAME_SODOMITES_15">
      <Text>Feifa</Text>
    </Row>
    <Row Tag="TXT_KEY_CITY_NAME_SODOMITES_16">
      <Text>Khanazir</Text>
    </Row>
    <Row Tag="TXT_KEY_CITY_NAME_SODOMITES_17">
      <Text>Schaub</Text>
    </Row>
    <Row Tag="TXT_KEY_CITY_NAME_SODOMITES_18">
      <Text>Rast</Text>
    </Row>
    <Row Tag="TXT_KEY_CITY_NAME_SODOMITES_19">
      <Text>Amman</Text>
    </Row>
    <Row Tag="TXT_KEY_CITY_NAME_SODOMITES_20">
      <Text>Tall el Hammam</Text>
    </Row>
    <Row Tag="TXT_KEY_CITY_NAME_SODOMITES_21">
      <Text>Straddleton</Text>
    </Row>
    <Row Tag="TXT_KEY_CITY_NAME_SODOMITES_22">
      <Text>Shisiam</Text>
    </Row>
    <Row Tag="TXT_KEY_CITY_NAME_SODOMITES_23">
      <Text>Evening Star</Text>
    </Row>
    <Row Tag="TXT_KEY_CITY_NAME_SODOMITES_24">
      <Text>Bordello</Text>
    </Row>
    <Row Tag="TXT_KEY_CITY_NAME_SODOMITES_25">
      <Text>Iniquity Road</Text>
    </Row>
    <Row Tag="TXT_KEY_CITY_NAME_SODOMITES_26">
      <Text>Valley of Moans</Text>
    </Row>
    <Row Tag="TXT_KEY_CITY_NAME_SODOMITES_27">
      <Text>Quivering Hills</Text>
    </Row>
    <Row Tag="TXT_KEY_CITY_NAME_SODOMITES_28">
      <Text>Sultry Scullion</Text>
    </Row>
    <Row Tag="TXT_KEY_CITY_NAME_SODOMITES_29">
      <Text>Festhil</Text>
    </Row>
    <Row Tag="TXT_KEY_CITY_NAME_SODOMITES_30">
      <Text>Duridei</Text>
    </Row>
    <Row Tag="TXT_KEY_CITY_NAME_SODOMITES_31">
      <Text>Singing Salteri</Text>
    </Row>
    <Row Tag="TXT_KEY_CITY_NAME_SODOMITES_32">
      <Text>Seraglio</Text>
    </Row>
    <Row Tag="TXT_KEY_CITY_NAME_SODOMITES_33">
      <Text>Den of Love</Text>
    </Row>
    <Row Tag="TXT_KEY_CITY_NAME_SODOMITES_34">
      <Text>Titopolis</Text>
    </Row>
    <Row Tag="TXT_KEY_CITY_NAME_SODOMITES_35">
      <Text>Rear End</Text>
    </Row>
    <Row Tag="TXT_KEY_SPY_NAME_SODOMITES_0">
      <Text>Bawdy Bathhouse</Text>
    </Row>
    <Row Tag="TXT_KEY_SPY_NAME_SODOMITES_1">
      <Text>Megan</Text>
      <Gender>feminine</Gender>
    </Row>
    <Row Tag="TXT_KEY_SPY_NAME_SODOMITES_2">
      <Text>Providence</Text>
    </Row>
    <Row Tag="TXT_KEY_SPY_NAME_SODOMITES_3">
      <Text>Marlie</Text>
      <Gender>feminine</Gender>
    </Row>
    <Row Tag="TXT_KEY_SPY_NAME_SODOMITES_4">
      <Text>Andrew</Text>
    </Row>
    <Row Tag="TXT_KEY_SPY_NAME_SODOMITES_5">
      <Text>Lilytha</Text>
      <Gender>feminine</Gender>
    </Row>
    <Row Tag="TXT_KEY_SPY_NAME_SODOMITES_6">
      <Text>Sarge</Text>
    </Row>
    <Row Tag="TXT_KEY_SPY_NAME_SODOMITES_7">
      <Text>Kal'e</Text>
    </Row>
    <Row Tag="TXT_KEY_SPY_NAME_SODOMITES_8">
      <Text>Bearison</Text>
    </Row>
    <Row Tag="TXT_KEY_SPY_NAME_SODOMITES_9">
      <Text>Senketsu</Text>
    </Row>
  </Language_en_US>
</GameData>

Unique Unit:

Code:
<?xml version="1.0" encoding="utf-8"?>
<GameData>
  <Units>
      <Row>
          <Type>UNIT_SODOMITE_DANCER</Type>
          <Description>TXT_KEY_UNIT_SODOMITE_DANCER</Description>
          <Civilopedia>TXT_KEY_CIV5_ANTIQUITY_SODOMITE_DANCER_TEXT</Civilopedia>
          <Strategy>TXT_KEY_UNIT_SODOMITE_DANCER_STRATEGY</Strategy>
          <Help>TXT_KEY_UNIT_HELP_SODOMITE_DANCER</Help>
          <Requirements></Requirements>
          <Combat>5</Combat>
          <RangedCombat>0</RangedCombat>
          <Cost>600</Cost>
          <FaithCost>850</FaithCost>
          <RequiresFaithPurchaseEnabled>1</RequiresFaithPurchaseEnabled>
          <PurchaseOnly>0</PurchaseOnly>
          <MoveAfterPurchase>0</MoveAfterPurchase>
          <Moves>2</Moves>
          <Immobile>0</Immobile>
          <Range>0</Range>
          <BaseSightRange>2</BaseSightRange>
          <Class>UNITCLASS_SODOMITE_DANCER</Class>
          <Special></Special>
          <Capture></Capture>
          <CombatClass>UNITCOMBAT_MELEE</CombatClass>
          <Domain>DOMAIN_LAND</Domain>
          <CivilianAttackPriority></CivilianAttackPriority>
          <DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
          <Food>0</Food>
          <NoBadGoodies>0</NoBadGoodies>
          <RivalTerritory>0</RivalTerritory>
          <MilitarySupport>0</MilitarySupport>
          <MilitaryProduction>0</MilitaryProduction>
          <Pillage>0</Pillage>
          <PillagePrereqTech></PillagePrereqTech>
          <Found>0</Found>
          <FoundAbroad>0</FoundAbroad>
          <CultureBombRadius>0</CultureBombRadius>
          <GoldenAgeTurns>0</GoldenAgeTurns>
          <FreePolicies>0</FreePolicies>
          <OneShotTourism>0</OneShotTourism>
          <OneShotTourismPercentOthers>0</OneShotTourismPercentOthers>
          <IgnoreBuildingDefense>0</IgnoreBuildingDefense>
          <PrereqResources>0</PrereqResources>
          <Mechanized>0</Mechanized>
          <Suicide>0</Suicide>
          <CaptureWhileEmbarked>0</CaptureWhileEmbarked>
          <PrereqTech>TECH_DRAMA</PrereqTech>
          <ObsoleteTech></ObsoleteTech>
          <GoodyHutUpgradeUnitClass>UNITCLASS_SODOMITE_DANCER</GoodyHutUpgradeUnitClass>
          <HurryCostModifier>20</HurryCostModifier>
          <AdvancedStartCost>20</AdvancedStartCost>
          <MinAreaSize>-1</MinAreaSize>
          <AirInterceptRange>0</AirInterceptRange>
          <AirUnitCap>0</AirUnitCap>
          <NukeDamageLevel>-1</NukeDamageLevel>
          <WorkRate>0</WorkRate>
          <NumFreeTechs>0</NumFreeTechs>
          <BaseBeakersTurnsToCount>0</BaseBeakersTurnsToCount>
          <BaseCultureTurnsToCount>0</BaseCultureTurnsToCount>
          <RushBuilding>0</RushBuilding>
          <BaseHurry>0</BaseHurry>
          <HurryMultiplier>0</HurryMultiplier>
          <BaseGold>0</BaseGold>
          <NumGoldPerEra>0</NumGoldPerEra>
          <SpreadReligion>0</SpreadReligion>
          <RemoveHeresy>0</RemoveHeresy>
          <ReligionSpreads>0</ReligionSpreads>
          <ReligiousStrength>0</ReligiousStrength>
          <FoundReligion>0</FoundReligion>
          <RequiresEnhancedReligion>0</RequiresEnhancedReligion>
          <ProhibitsSpread>0</ProhibitsSpread>
          <CanBuyCityState>0</CanBuyCityState>
          <CombatLimit>40</CombatLimit>
          <RangeAttackOnlyInDomain>0</RangeAttackOnlyInDomain>
          <RangeAttackIgnoreLOS>0</RangeAttackIgnoreLOS>
          <Trade>0</Trade>
          <NumExoticGoods>0</NumExoticGoods>
          <PolicyType></PolicyType>
          <RangedCombatLimit>0</RangedCombatLimit>
          <XPValueAttack>0</XPValueAttack>
          <XPValueDefense>0</XPValueDefense>
          <SpecialCargo></SpecialCargo>
          <DomainCargo></DomainCargo>
          <Conscription>1</Conscription>
          <ExtraMaintenanceCost>0</ExtraMaintenanceCost>
          <NoMaintenance>0</NoMaintenance>
          <Unhappiness>0</Unhappiness>
          <UnitArtInfo>ART_DEF_UNIT_SODOMITE_DANCER</UnitArtInfo>
          <UnitArtInfoCulturalVariation>0</UnitArtInfoCulturalVariation>
          <UnitArtInfoEraVariation>0</UnitArtInfoEraVariation>
          <ProjectPrereq></ProjectPrereq>
          <SpaceshipProject></SpaceshipProject>
          <LeaderPromotion></LeaderPromotion>
          <LeaderExperience>0</LeaderExperience>
          <DontShowYields>0</DontShowYields>
          <ShowInPedia>1</ShowInPedia>
          <MoveRate>HEAVY_BIPED</MoveRate>
          <UnitFlagIconOffset>14</UnitFlagIconOffset>
          <PortraitIndex>14</PortraitIndex>
          <IconAtlas>UNIT_ATLAS_1</IconAtlas>
          <UnitFlagAtlas>UNIT_FLAG_ATLAS</UnitFlagAtlas>
      </Row>
  </Units>

  <Unit_AITypes>
      <Row>
          <UnitType>UNIT_SODOMITE_DANCER</UnitType>
          <UnitAIType>UNITAI_ATTACK</UnitAIType>
      </Row>
      <Row>
          <UnitType>UNIT_SODOMITE_DANCER</UnitType>
          <UnitAIType>UNITAI_DEFENSE</UnitAIType>
      </Row>
  </Unit_AITypes>
  <!-- Unit_Buildings -->
  <!-- Unit_BuildingClassRequireds -->
  <!-- Unit_ProductionModifierBuildings -->
  <!-- Unit_Builds -->
  <Unit_ClassUpgrades>
      <Row>
          <UnitType>UNIT_SODOMITE_DANCER</UnitType>
          <UnitClassType>UNITCLASS_LONGSODOMITE_DANCER</UnitClassType>
      </Row>
  </Unit_ClassUpgrades>
  <!-- Unit_FreePromotions -->
  <Unit_Flavors>
      <Row>
          <UnitType>UNIT_SODOMITE_DANCER</UnitType>
          <FlavorType>FLAVOR_OFFENSE</FlavorType>
          <Flavor>6</Flavor>
      </Row>
      <Row>
          <UnitType>UNIT_SODOMITE_DANCER</UnitType>
          <FlavorType>FLAVOR_DEFENSE</FlavorType>
          <Flavor>6</Flavor>
      </Row>
  </Unit_Flavors>
  <!-- Unit_GreatPersons -->
  <Unit_ResourceQuantityRequirements>
      <Row>
          <UnitType>UNIT_SODOMITE_DANCER</UnitType>
          <ResourceType>RESOURCE_IRON</ResourceType>
          <Cost>1</Cost>
      </Row>
  </Unit_ResourceQuantityRequirements>
  <!-- Unit_UniqueNames -->
  <!-- Unit_YieldFromKills -->
  <!-- Unit_NotAITypes -->
  <!-- Unit_ProductionTraits -->
  <!-- Unit_TechTypes -->
  <!-- UnitPromotions_CivilianUnitType -->
  <UnitGameplay2DScripts>
      <Row>
          <UnitType>UNIT_SODOMITE_DANCERS</UnitType>
          <SelectionSound>AS2D_BUILD_UNIT</SelectionSound>
          <FirstSelectionSound>AS2D_BUILD_UNIT</FirstSelectionSound>
      </Row>
  </UnitGameplay2DScripts>

  <Language_en_US>
      <Row Tag="TXT_KEY_UNIT_SODOMITE_DANCERS">
          <Text>Sodomite Dancer</Text>
      </Row>
      <Row Tag="TXT_KEY_CIV5_GREATSODOMITE_DANCERSS_TEXT">
          <Text>
              <!-- Add Civilopedia text here -->
          </Text>
      </Row>
      <Row Tag="TXT_KEY_UNIT_SODOMITE_DANCERS_STRATEGY">
          <Text>The first people Natalia gathered for her crusade of peace were the exotic Sodomite Dancers, whose Brothels gathered [ICON_CULTURE] people from across the land, and earned a fair share of [ICON_GOLD] Gold.</Text>
      </Row>
</Language_en_US>
</GameData>

Unique Building:

Code:
<?xml version="1.0" encoding="utf-8"?>
<GameData>
  <Buildings>
    <Row>
      <Type>BUILDING_PRINCESS_BED_CHAMBER</Type>
      <Description>TXT_KEY_BUILDING_PRINCESS_BED_CHAMBER</Description>
      <Civilopedia>TXT_KEY_CIV5_BUILDINGS_PRINCESS_BED_CHAMBER_TEXT</Civilopedia>
      <Strategy>TXT_KEY_BUILDING_PRINCESS_BED_CHAMBER_STRATEGY</Strategy>
      <Help></Help>
      <ThemingBonusHelp></ThemingBonusHelp>
      <Quote></Quote>
      <GoldMaintenance>0</GoldMaintenance>
      <MutuallyExclusiveGroup>0</MutuallyExclusiveGroup>
      <TeamShare>0</TeamShare>
      <Water>0</Water>
      <River>0</River>
      <FreshWater>0</FreshWater>
      <Mountain>0</Mountain>
      <NearbyMountainRequired>0</NearbyMountainRequired>
      <Hill>0</Hill>
      <Flat>0</Flat>
      <FoundsReligion>0</FoundsReligion>
      <IsReligious>0</IsReligious>
      <BorderObstacle>0</BorderObstacle>
      <PlayerBorderObstacle>0</PlayerBorderObstacle>
      <Capital>0</Capital>
      <GoldenAge>0</GoldenAge>
      <MapCentering>0</MapCentering>
      <NeverCapture>0</NeverCapture>
      <NukeImmune>0</NukeImmune>
      <AllowsWaterRoutes>0</AllowsWaterRoutes>
      <ExtraLuxuries>0</ExtraLuxuries>
      <DiplomaticVoting>0</DiplomaticVoting>
      <AffectSpiesNow>0</AffectSpiesNow>
      <NullifyInfluenceModifier>0</NullifyInfluenceModifier>
      <Cost>300</Cost>
      <FaithCost>0</FaithCost>
      <LeagueCost>0</LeagueCost>
      <UnlockedByBelief>0</UnlockedByBelief>
      <UnlockedByLeague>0</UnlockedByLeague>
      <HolyCity>0</HolyCity>
      <NumCityCostMod>0</NumCityCostMod>
      <HurryCostModifier>10</HurryCostModifier>
      <MinAreaSize>-1</MinAreaSize>
      <ConquestProb>100</ConquestProb>
      <CitiesPrereq>0</CitiesPrereq>
      <LevelPrereq>0</LevelPrereq>
      <CultureRateModifier>1</CultureRateModifier>
      <GlobalCultureRateModifier>1</GlobalCultureRateModifier>
      <GreatPeopleRateModifier>0</GreatPeopleRateModifier>
      <GlobalGreatPeopleRateModifier>0</GlobalGreatPeopleRateModifier>
      <GreatGeneralRateModifier>0</GreatGeneralRateModifier>
      <GreatPersonExpendGold>0</GreatPersonExpendGold>
      <GoldenAgeModifier>0</GoldenAgeModifier>
      <UnitUpgradeCostMod>0</UnitUpgradeCostMod>
      <Experience>0</Experience>
      <GlobalExperience>0</GlobalExperience>
      <FoodKept>0</FoodKept>
      <Airlift>0</Airlift>
      <AirModifier>0</AirModifier>
      <NukeModifier>0</NukeModifier>
      <NukeExplosionRand>0</NukeExplosionRand>
      <HealRateChange>0</HealRateChange>
      <Happiness>5</Happiness>
      <UnmoddedHappiness>0</UnmoddedHappiness>
      <UnhappinessModifier>0</UnhappinessModifier>
      <HappinessPerCity>0</HappinessPerCity>
      <HappinessPerXPolicies>0</HappinessPerXPolicies>
      <CityCountUnhappinessMod>0</CityCountUnhappinessMod>
      <NoOccupiedUnhappiness>0</NoOccupiedUnhappiness>
      <WorkerSpeedModifier>0</WorkerSpeedModifier>
      <MilitaryProductionModifier>0</MilitaryProductionModifier>
      <SpaceProductionModifier>0</SpaceProductionModifier>
      <GlobalSpaceProductionModifier>0</GlobalSpaceProductionModifier>
      <BuildingProductionModifier>0</BuildingProductionModifier>
      <WonderProductionModifier>0</WonderProductionModifier>
      <CityConnectionTradeRouteModifier>0</CityConnectionTradeRouteModifier>
      <CapturePlunderModifier>0</CapturePlunderModifier>
      <PolicyCostModifier>0</PolicyCostModifier>
      <PlotCultureCostModifier>0</PlotCultureCostModifier>
      <GlobalPlotCultureCostModifier>0</GlobalPlotCultureCostModifier>
      <PlotBuyCostModifier>0</PlotBuyCostModifier>
      <GlobalPlotBuyCostModifier>0</GlobalPlotBuyCostModifier>
      <GlobalPopulationChange>0</GlobalPopulationChange>
      <TechShare>0</TechShare>
      <FreeTechs>0</FreeTechs>
      <FreePolicies>0</FreePolicies>
      <FreeGreatPeople>0</FreeGreatPeople>
      <MedianTechPercentChange>0</MedianTechPercentChange>
      <Gold>0</Gold>
      <AllowsRangeStrike>0</AllowsRangeStrike>
      <Espionage>0</Espionage>
      <AllowsFoodTradeRoutes>0</AllowsFoodTradeRoutes>
      <AllowsProductionTradeRoutes>0</AllowsProductionTradeRoutes>
      <Defense>0</Defense>
      <ExtraCityHitPoints>0</ExtraCityHitPoints>
      <GlobalDefenseMod>0</GlobalDefenseMod>
      <MinorFriendshipChange>0</MinorFriendshipChange>
      <VictoryPoints>0</VictoryPoints>
      <ExtraMissionarySpreads>0</ExtraMissionarySpreads>
      <ReligiousPressureModifier>0</ReligiousPressureModifier>
      <EspionageModifier>0</EspionageModifier>
      <GlobalEspionageModifier>0</GlobalEspionageModifier>
      <ExtraSpies>0</ExtraSpies>
      <SpyRankChange>0</SpyRankChange>
      <InstantSpyRankChange>0</InstantSpyRankChange>
      <TradeRouteRecipientBonus>0</TradeRouteRecipientBonus>
      <TradeRouteTargetBonus>0</TradeRouteTargetBonus>
      <NumTradeRouteBonus>0</NumTradeRouteBonus>
      <LandmarksTourismPercent>0</LandmarksTourismPercent>
      <InstantMilitaryIncrease>0</InstantMilitaryIncrease>
      <GreatWorksTourismModifier>0</GreatWorksTourismModifier>
      <XBuiltTriggersIdeologyChoice>0</XBuiltTriggersIdeologyChoice>
      <TradeRouteSeaDistanceModifier>0</TradeRouteSeaDistanceModifier>
      <TradeRouteSeaGoldBonus>0</TradeRouteSeaGoldBonus>
      <TradeRouteLandDistanceModifier>0</TradeRouteLandDistanceModifier>
      <TradeRouteLandGoldBonus>0</TradeRouteLandGoldBonus>
      <GreatScientistBeakerModifier>0</GreatScientistBeakerModifier>
      <BuildingClass>BUILDINGCLASS_AMPHITHEATER</BuildingClass>
      <ArtDefineTag>BUILDINGCLASS_AMPHITHEATER</ArtDefineTag>
      <NearbyTerrainRequired></NearbyTerrainRequired>
      <ProhibitedCityTerrain></ProhibitedCityTerrain>
      <VictoryPrereq></VictoryPrereq>
      <FreeStartEra></FreeStartEra>
      <MaxStartEra></MaxStartEra>
      <ObsoleteTech></ObsoleteTech>
      <EnhancedYieldTech></EnhancedYieldTech>
      <TechEnhancedTourism>0</TechEnhancedTourism>
      <FreeBuilding></FreeBuilding>
      <FreeBuildingThisCity></FreeBuildingThisCity>
      <FreePromotion></FreePromotion>
      <TrainedFreePromotion></TrainedFreePromotion>
      <FreePromotionRemoved></FreePromotionRemoved>
      <ReplacementBuildingClass></ReplacementBuildingClass>
      <PrereqTech>TECH_DRAMA</PrereqTech>
      <PolicyBranchType></PolicyBranchType>
      <SpecialistType></SpecialistType>
      <SpecialistCount>0</SpecialistCount>
      <GreatWorkSlotType></GreatWorkSlotType>
      <FreeGreatWork></FreeGreatWork>
      <GreatWorkCount>0</GreatWorkCount>
      <SpecialistExtraCulture>0</SpecialistExtraCulture>
      <GreatPeopleRateChange>1</GreatPeopleRateChange>
      <ExtraLeagueVotes>0</ExtraLeagueVotes>
      <CityWall>0</CityWall>
      <DisplayPosition>0</DisplayPosition>
      <PortraitIndex>3</PortraitIndex>
      <WonderSplashImage></WonderSplashImage>
      <WonderSplashAnchor>R,T</WonderSplashAnchor>
      <WonderSplashAudio></WonderSplashAudio>
      <IconAtlas>EXPANSION_BW_ATLAS_1</IconAtlas>
      <ArtInfoCulturalVariation>0</ArtInfoCulturalVariation>
      <ArtInfoEraVariation>0</ArtInfoEraVariation>
      <ArtInfoRandomVariation>0</ArtInfoRandomVariation>
    </Row>
  </Buildings>

  <!-- Building_AreaYieldModifiers -->
  <!-- Building_BuildingClassHappiness -->
  <!-- Building_BuildingClassYieldChanges -->
  <Building_ClassesNeededInCity>
    <Row>
      <BuildingType>BUILDING_PRINCESS_BED_CHAMBER</BuildingType>
      <BuildingClassType>BUILDINGCLASS_AMPHITHEATER</BuildingClassType>
    </Row>
  </Building_ClassesNeededInCity>
  <!-- Building_FreeUnits -->
  <!-- Building_DomainFreeExperiences -->
  <!-- Building_DomainFreeExperiencePerGreatWork -->
  <!-- Building_DomainProductionModifiers -->
  <!-- Building_FreeSpecialistCounts -->
  <Building_Flavors>
    <Row>
      <BuildingType>BUILDING_PRINCESS_BED_CHAMBER</BuildingType>
      <FlavorType>FLAVOR_CULTURE</FlavorType>
      <Flavor>70</Flavor>
    </Row>
    <Row>
      <BuildingType>BUILDING_PRINCESS_BED_CHAMBER</BuildingType>
      <FlavorType>FLAVOR_HAPPINESS</FlavorType>
      <Flavor>40</Flavor>
    </Row>
  </Building_Flavors>
  <!-- Building_GlobalYieldModifiers -->
  <!-- Building_HurryModifiers -->
  <!-- Building_LocalResourceAnds -->
  <!-- Building_LocalResourceOrs -->
  <!-- Building_LockedBuildingClasses -->
  <!-- Building_PrereqBuildingClasses -->
  <!-- Building_ResourceQuantity -->
  <!-- Building_ResourceQuantityRequirements -->
  <!-- Building_ResourceYieldModifiers -->
  <!-- Building_ResourceCultureChanges -->
  <!-- Building_ResourceFaithChanges -->
  <!-- Building_RiverPlotYieldChanges -->
  <!-- Building_SeaPlotYieldChanges -->
  <!-- Building_LakePlotYieldChanges -->
  <!-- Building_SeaResourceYieldChanges -->
  <!-- Building_ResourceYieldChanges -->
  <!-- Building_FeatureYieldChanges -->
  <!-- Building_TerrainYieldChanges -->
  <!-- Building_SpecialistYieldChanges -->
  <!-- Building_UnitCombatFreeExperiences -->
  <!-- Building_UnitCombatProductionModifiers -->
  <!-- Building_TechAndPrereqs -->
  <Building_YieldChanges>
    <Row>
      <BuildingType>BUILDING_PRINCESS_BED_CHAMBER</BuildingType>
      <YieldType>YIELD_CULTURE</YieldType>
      <Yield>2</Yield>
    </Row>
    <Row>
      <BuildingType>BUILDING_PRINCESS_BED_CHAMBER</BuildingType>
      <YieldType>YIELD_FOOD</YieldType>
      <Yield>3</Yield>
    </Row>
  </Building_YieldChanges>
  <!-- Building_YieldChangesPerPop -->
  <!-- Building_YieldChangesPerReligion -->
  <!-- Building_TechEnhancedYieldChanges -->
  <!-- Building_YieldModifiers -->
  <!-- Building_ThemingBonuses -->

  <Language_en_US>
    <Row Tag="TXT_KEY_BUILDING_PRINCESS_BED_CHAMBER">
      <Text>Princess Bed Chamber</Text>
    </Row>
    <Row Tag="TXT_KEY_CIV5_BUILDINGS_PRINCESS_BED_CHAMBER_TEXT">
      <Text><!-- Add Civilopedia text here --></Text>
    </Row>
    <Row Tag="TXT_KEY_BUILDING_PRINCESS_BED_CHAMBER_STRATEGY">
      <Text>Only the Princess of Pleasure offers the best of services. Gives minor [ICON_HAPPINESS_1] Happiness, [ICON_FOOD] Fertility, and [ICON_CULTURE] Culture from exotic customers.</Text>
    </Row>
  </Language_en_US>
</GameData>

Improvement linked to UU:

Code:
<?xml version="1.0" encoding="utf-8"?>
<GameData>
  <Improvements>
    <Row>
      <Type>IMPROVEMENT_BROTHEL</Type>
      <Description>TXT_KEY_IMPROVEMENT_BROTHEL</Description>
      <Civilopedia>TXT_KEY_CIV5_IMPROVEMENTS_BROTHEL_TEXT</Civilopedia>
      <Help></Help>
      <ArtDefineTag>ART_DEF_IMPROVEMENT_BROTHEL</ArtDefineTag>
      <WorldSoundscapeAudioScript></WorldSoundscapeAudioScript>
      <ImprovementPillage></ImprovementPillage>
      <ImprovementUpgrade></ImprovementUpgrade>
      <SpecificCivRequired>0</SpecificCivRequired>
      <CivilizationType></CivilizationType>
      <HillsMakesValid>0</HillsMakesValid>
      <FreshWaterMakesValid>0</FreshWaterMakesValid>
      <RiverSideMakesValid>0</RiverSideMakesValid>
      <NoFreshWater>0</NoFreshWater>
      <RequiresFlatlands>0</RequiresFlatlands>
      <RequiresFlatlandsOrFreshWater>0</RequiresFlatlandsOrFreshWater>
      <RequiresFeature>0</RequiresFeature>
      <RequiresImprovement>0</RequiresImprovement>
      <RemovesResource>0</RemovesResource>
      <PromptWhenComplete>0</PromptWhenComplete>
      <Coastal>0</Coastal>
      <Water>0</Water>
      <DestroyedWhenPillaged>0</DestroyedWhenPillaged>
      <DisplacePillager>0</DisplacePillager>
      <BuildableOnResources>1</BuildableOnResources>
      <BarbarianCamp>0</BarbarianCamp>
      <Goody>0</Goody>
      <Permanent>0</Permanent>
      <OutsideBorders>0</OutsideBorders>
      <InAdjacentFriendly>0</InAdjacentFriendly>
      <IgnoreOwnership>0</IgnoreOwnership>
      <OnlyCityStateTerritory>0</OnlyCityStateTerritory>
      <GraphicalOnly>0</GraphicalOnly>
      <CreatedByGreatPerson>0</CreatedByGreatPerson>
      <NoTwoAdjacent>0</NoTwoAdjacent>
      <AdjacentLuxury>0</AdjacentLuxury>
      <AllowsWalkWater>0</AllowsWalkWater>
      <CultureAdjacentSameType>0</CultureAdjacentSameType>
      <TilesPerGoody>0</TilesPerGoody>
      <GoodyRange>0</GoodyRange>
      <FeatureGrowth>0</FeatureGrowth>
      <UpgradeTime>0</UpgradeTime>
      <RiverSideUpgradeMod>0</RiverSideUpgradeMod>
      <CoastalLandUpgradeMod>0</CoastalLandUpgradeMod>
      <HillsUpgradeMod>0</HillsUpgradeMod>
      <FreshWaterUpgradeMod>0</FreshWaterUpgradeMod>
      <DefenseModifier>0</DefenseModifier>
      <NearbyEnemyDamage>0</NearbyEnemyDamage>
      <PillageGold>20</PillageGold>
      <ResourceExtractionMod>0</ResourceExtractionMod>
      <LuxuryCopiesSiphonedFromMinor>0</LuxuryCopiesSiphonedFromMinor>
      <GoldMaintenance>0</GoldMaintenance>
      <CultureBombRadius>0</CultureBombRadius>
      <RequiresXAdjacentLand>-1</RequiresXAdjacentLand>
      <PortraitIndex>1</PortraitIndex>
      <IconAtlas>EXPANSION_TERRAIN_ATLAS</IconAtlas>
    </Row>
  </Improvements>

  <!-- Improvement_Flavors -->
  <Improvement_Yields>
    <Row>
      <ImprovementType>IMPROVEMENT_BROTHEL</ImprovementType>
      <YieldType>YIELD_CULTURE</YieldType>
      <Yield>5</Yield>
    </Row>
      <Row>
          <ImprovementType>IMPROVEMENT_BROTHEL</ImprovementType>
          <YieldType>YIELD_GOLD</YieldType>
          <Yield>3</Yield>
      </Row>
  </Improvement_Yields>
  <!-- Improvement_YieldPerEra -->
  <!-- Improvement_AdjacentCityYields -->
  <!-- Improvement_CoastalLandYields -->
  <!-- Improvement_FreshWaterYields -->
  <!-- Improvement_HillsYields -->
  <!-- Improvement_AdjacentMountainYieldChanges -->
  <!-- Improvement_PrereqNatureYields -->
  <!-- Improvement_RiverSideYields -->
  <Improvement_ValidTerrains>
    <Row>
      <ImprovementType>IMPROVEMENT_BROTHEL</ImprovementType>
      <TerrainType>TERRAIN_GRASS</TerrainType>
    </Row>
    <Row>
      <ImprovementType>IMPROVEMENT_BROTHEL</ImprovementType>
      <TerrainType>TERRAIN_PLAINS</TerrainType>
    </Row>
    <Row>
      <ImprovementType>IMPROVEMENT_BROTHEL</ImprovementType>
      <TerrainType>TERRAIN_DESERT</TerrainType>
    </Row>
    <Row>
      <ImprovementType>IMPROVEMENT_BROTHEL</ImprovementType>
      <TerrainType>TERRAIN_TUNDRA</TerrainType>
    </Row>
    <Row>
      <ImprovementType>IMPROVEMENT_BROTHEL</ImprovementType>
      <TerrainType>TERRAIN_SNOW</TerrainType>
    </Row>
  </Improvement_ValidTerrains>
  <!-- Improvement_ValidFeatures -->
  <!-- Improvement_ValidImprovements -->
  <Improvement_ResourceTypes>
    <Row>
      <ImprovementType>IMPROVEMENT_BROTHEL</ImprovementType>
      <ResourceType>RESOURCE_HORSE</ResourceType>
      <ResourceMakesValid>1</ResourceMakesValid>
      <ResourceTrade>1</ResourceTrade>
      <DiscoveryRand>0</DiscoveryRand>
      <QuantityRequirement>0</QuantityRequirement>
    </Row>
    <Row>
      <ImprovementType>IMPROVEMENT_BROTHEL</ImprovementType>
      <ResourceType>RESOURCE_IRON</ResourceType>
      <ResourceMakesValid>1</ResourceMakesValid>
      <ResourceTrade>1</ResourceTrade>
      <DiscoveryRand>0</DiscoveryRand>
      <QuantityRequirement>0</QuantityRequirement>
    </Row>
    <Row>
      <ImprovementType>IMPROVEMENT_BROTHEL</ImprovementType>
      <ResourceType>RESOURCE_COAL</ResourceType>
      <ResourceMakesValid>1</ResourceMakesValid>
      <ResourceTrade>1</ResourceTrade>
      <DiscoveryRand>0</DiscoveryRand>
      <QuantityRequirement>0</QuantityRequirement>
    </Row>
    <Row>
      <ImprovementType>IMPROVEMENT_BROTHEL</ImprovementType>
      <ResourceType>RESOURCE_OIL</ResourceType>
      <ResourceMakesValid>1</ResourceMakesValid>
      <ResourceTrade>1</ResourceTrade>
      <DiscoveryRand>0</DiscoveryRand>
      <QuantityRequirement>0</QuantityRequirement>
    </Row>
    <Row>
      <ImprovementType>IMPROVEMENT_BROTHEL</ImprovementType>
      <ResourceType>RESOURCE_ALUMINUM</ResourceType>
      <ResourceMakesValid>1</ResourceMakesValid>
      <ResourceTrade>1</ResourceTrade>
      <DiscoveryRand>0</DiscoveryRand>
      <QuantityRequirement>0</QuantityRequirement>
    </Row>
    <Row>
      <ImprovementType>IMPROVEMENT_BROTHEL</ImprovementType>
      <ResourceType>RESOURCE_URANIUM</ResourceType>
      <ResourceMakesValid>1</ResourceMakesValid>
      <ResourceTrade>1</ResourceTrade>
      <DiscoveryRand>0</DiscoveryRand>
      <QuantityRequirement>0</QuantityRequirement>
    </Row>
  </Improvement_ResourceTypes>
  <!-- Improvement_ResourceType_Yields -->
  <!-- Improvement_RouteYieldChanges -->
  <!-- Improvement_TechYieldChanges -->
  <!-- Improvement_TechNoFreshWaterYieldChanges -->
  <!-- Improvement_TechFreshWaterYieldChanges -->

  <Language_en_US>
    <Row Tag="TXT_KEY_IMPROVEMENT_BROTHEL">
      <Text>Brothel</Text>
    </Row>
    <Row Tag="TXT_KEY_CIV5_IMPROVEMENTS_BROTHEL_TEXT">
      <Text><!-- Add Civilopedia text here --></Text>
    </Row>
  </Language_en_US>
</GameData>
 
Boiler-Plate
  1. It's better to just take the mod from the game's MODS folder, zip it, and attach the result directly to a post. It is far easier to look at your actual code and the actual structure of the mod as it is being seen by the game than any attempt to determine what you are doing wrong by analyzing descriptions of the problem, or out-of-context snippets of the code.
  2. Very often what a new modder thinks the problem is and what the problem actually is are two different things. Having the actual mod as you are currently trying to use it allows us to look for the actual problem, and if all else fails to simply drop the mis-behaving mod into our MODS folder and run the mod to see what the game tells us.
  3. Zip the version of the mod the game is actually trying to use, which will be found as a sub-folder in ~\Documents\My Games\Sid Meier's Civilization 5\MODS. Zip the whole sub-folder for your mod.
  4. See: whoward69's zip your mods and attach tutorial Just bear in mind that the process for actually adding the zip to a forum post is now different since the CFC website software was updated a few months ago about a year ago. To attach the zip to a forum post, look for a button called Upload A File when composing your thread reply: this button opens a browse menu where you can select the zipped folder to attach directly to a forum post.
  5. If the zipped folder is too large for the forum to accept then upload the zipped mod to a file-sharing site such as dropbox and provide a link where the mod can be downloaded.
    • Mediafire is not really a very good choice any more because they have become rife with spam and malware, as well as attempts to get you to download unwanted and uneeded kludge by confusing the layout of the download pages. You'll note for example that Mediafire links are no longer allowed on Steam, whereas CFC (this site) and dropbox links are still allowed.
Issues with your mod
  • Having said all that about attaching the mod itself, I can see that you have mismatching names in the Unit-Class between table <Units> and table <Civilization_UnitClassOverrides>.
  • You've assigned the unit to a non-existant unit-class so far as I can tell
  • You've also set the unit to upgrade from goody huts to the same class of unit as you've defined for the unit in table <Units>, which would make the unit want to upgrade to itself from the goody hut upgrade.
  • This is also going to be a problem since there is no such unit-class as UNITCLASS_LONGSODOMITE_DANCER
    Code:
    <Unit_ClassUpgrades>
          <Row>
              <UnitType>UNIT_SODOMITE_DANCER</UnitType>
              <UnitClassType>UNITCLASS_LONGSODOMITE_DANCER</UnitClassType>
          </Row>
      </Unit_ClassUpgrades>
  • There's no Build definition for the improvement, nor does the unit have a workrate, nor does it have a build-action registered to it.
    Code:
    	<Unit_Builds>
    		<Row>
    			<UnitType>UNIT_PROPHET</UnitType>
    			<BuildType>BUILD_HOLY_SITE</BuildType>
    		</Row>
    	</Unit_Builds>
    and
    Code:
    	<Builds>
    		<Row>
    			<Type>BUILD_HOLY_SITE</Type>
    			<ImprovementType>IMPROVEMENT_HOLY_SITE</ImprovementType>
    			<Description>TXT_KEY_BUILD_HOLY_SITE</Description>
    			<Help>TXT_KEY_BUILD_HOLY_SITE_HELP</Help>
    			<Kill>1</Kill>
    			<EntityEvent>ENTITY_EVENT_MINE</EntityEvent>
    			<HotKey>KB_L</HotKey>
    			<OrderPriority>96</OrderPriority>
    			<IconIndex>1</IconIndex>
    			<IconAtlas>EXPANSION_UNIT_ACTION_ATLAS</IconAtlas>
    		</Row>
    	</Builds>
    	<BuildFeatures>
    		<Row>
    			<BuildType>BUILD_HOLY_SITE</BuildType>
    			<FeatureType>FEATURE_JUNGLE</FeatureType>
    			<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
    			<Remove>true</Remove>
    		</Row>
    		<Row>
    			<BuildType>BUILD_HOLY_SITE</BuildType>
    			<FeatureType>FEATURE_FOREST</FeatureType>
    			<PrereqTech>TECH_MINING</PrereqTech>
    			<Production>20</Production>
    			<Remove>true</Remove>
    		</Row>
    		<Row>
    			<BuildType>BUILD_HOLY_SITE</BuildType>
    			<FeatureType>FEATURE_MARSH</FeatureType>
    			<PrereqTech>TECH_MASONRY</PrereqTech>
    			<Remove>true</Remove>
    		</Row>
    	</BuildFeatures>
    and in table <Units> for the UNIT_PROPHET
    Code:
    <WorkRate>1</WorkRate>
  • Note that
    Code:
    <Kill>1</Kill>
    in the definition under table <Builds> is what causes a great prophet (and great general, etc) to go *poof* when they construct their special improvement.
  • But without the mod itself as the game is seeing it anything further is not obvious as to what you are doing wrong
 
Thanks a bunch LeeS for your quick reply, looking around the forum for answers i've seen the loads of help you've been, and i'm glad i'm one of the people you've stumbled upon!

As far as the text hiccup, i noticed it the other day and thought i fixed it, there must have been a second instance of UNITCLASS_LONGSODOMITE_DANCER, since i tried to fuse a normal swordsman with the great prophet, i'm just now using the prophet template and editing it down to a normal unit, maybe that will work, if push comes to shove i will edit a worker to get what i'm trying to achieve.

As well as that, i've just now looked through the XML of the great prophet... who would have thought that the command for building a holy site wasn't included? I never would have figured that out in my life time that's for sure

Having tested the above and it not working no matter what unit i use as the replacement it doesn't show (nor does the UB), however i went ahead and zipped the mod, i'm assuming i did something wrong with names or should have left something as it was rather than replace it, then again the tutorials i am using says to replace EVERYTHING with my chosen instance (such as ctrl+F, quick find, replace NAME with MY_NAME), doing so changed all unit classes as well

Here's the mod zip, i also popped in the Prophet.xml that i'm using as reference as to any code, sorry if it's at all a mess!
 

Attachments

  • Natalia Sodom (v 1).zip
    17.7 KB · Views: 29
Last edited:
I should also try to explain what i'm attempting to do in case anyone has a solution quickly who has tried it before

I'm trying to make a buildable unit that is like a great person, but isn't a great person: a one use builder to construct an improvement made for this civ in particular, much like the maoi, or sphinx from civ 6, but not linked to a worker so that it has more use, but more costly to obtain, not restricted to GPP of any kind
 
  1. Art Define Tag is incorrect:
    Code:
    <ArtDefineTag>BUILDINGCLASS_AMPHITHEATER</ArtDefineTag>
    There's no such ArtDefineTag, you want
    Code:
    <ArtDefineTag>COLESSEUM</ArtDefineTag>
    You'll note that Firaxis spelled "Coloseum" incorrectly here. They re-use the Colosseum art define tag.
  2. You have
    Code:
    <GreatPeopleRateChange>1</GreatPeopleRateChange>
    But you haven't applied a <SpecialistType> designation for the game to apply these points toward.
  3. This makes your building unbuildable because you are requiring the city to already have the building you are attempting to construct
    Code:
      <Building_ClassesNeededInCity>
        <Row>
          <BuildingType>BUILDING_PRINCESS_BED_CHAMBER</BuildingType>
          <BuildingClassType>BUILDINGCLASS_AMPHITHEATER</BuildingClassType>
        </Row>
      </Building_ClassesNeededInCity>
  4. The game will never implement this properly:
    Code:
      <Civilization_UnitClassOverrides>
        <Row>
          <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
          <UnitClassType>UNITCLASS_MISSIONARY</UnitClassType>
          <UnitType>UNIT_SODOMITE_DANCERS</UnitType>
        </Row>
      </Civilization_UnitClassOverrides>
    Unique versions of Great Prophets, Missionaries, and Inquisitors are never implemented properly by the game. This is a hard-coding limitation in the game's DLL (ie, operating software-level) code.

    You also have an extra "S" at the end of "UNIT_SODOMITE_DANCERS" given that everywhere else you've referred to the unit as "UNIT_SODOMITE_DANCER"
  5. Your Dancer.xml file has numerous problems.
    • This is not allowed
      Code:
      <Type>UNIT_PROPHET</Type>
      The game already has such a unit defined and will simply reject the entire contents of any xml file where an attempt to re-define something the game already has occurs.
      • Somewhere along the line you've inadvertenly replaced UNIT_SODOMITE_DANCER with UNIT_PROPHET
    • You've never defined this anywhere:
      Code:
      <Class>UNITCLASS_SODOMITE_DANCER</Class>
      Nor does it match to the unit-class you are specifying in the Civilization file
      Code:
        <Civilization_UnitClassOverrides>
          <Row>
            <CivilizationType>CIVILIZATION_SODOMITES</CivilizationType>
            <UnitClassType>UNITCLASS_MISSIONARY</UnitClassType>
            <UnitType>UNIT_SODOMITE_DANCERS</UnitType>
          </Row>
        </Civilization_UnitClassOverrides>
    • I'm not sure the game will even implement this given that the unit does not belong to the Great Prophet class of units
      Code:
      <Capture>UNITCLASS_PROPHET</Capture>
    • This doesn't match up to your attempt to define the unit as a unique version of a Missionary
      Code:
      <DefaultUnitAI>UNITAI_PROPHET</DefaultUnitAI>

      In any event you should abandon the idea of making the unit a unique version of the Missionary
    • There is no definition of this art define
      Code:
      <UnitArtInfo>ART_DEF_UNIT_SODOMITE_DANCER</UnitArtInfo>
      so the unit would appear as the Spearmen (as I recall) because the game will just use the default animation which as I remember is spearmen.
    • You've omitted to show the Build Type here:
      Code:
      	<Builds>
      		<Row>
      			<ImprovementType>IMPROVEMENT_BROTHEL</ImprovementType>
      			<Description>TXT_KEY_BUILD_BROTHEL</Description>
      			<Help>TXT_KEY_BUILD_BROTHEL_HELP</Help>
      			<Kill>1</Kill>
      			<EntityEvent>ENTITY_EVENT_MINE</EntityEvent>
      			<Hotkey>KB_L</Hotkey>
      			<OrderPriority>96</OrderPriority>
      			<IconIndex>1</IconIndex>
      			<IconAtlas>EXPANSION_UNIT_ACTION_ATLAS</IconAtlas>
      		</Row>
      	</Builds>
      So "BUILD_BROTHEL" is never a valid "build".
    • These sound tag definitions don't exist in the game so far as I know:
      Code:
      	<UnitGameplay2DScripts>
      		<Row>
      			<UnitType>UNIT_SODOMITE_DANCER</UnitType>
      			<SelectionSound>AS2D_BUILD_UNIT</SelectionSound>
      			<FirstSelectionSound>AS2D_BUILD_UNIT</FirstSelectionSound>
      		</Row>
      	</UnitGameplay2DScripts>
      Where no valid sound designation is given for the birth of the unit or for the selection of the unit the game will just use the default one.
  6. See this tutorial on error logging: whoward69's enable error logging tutorial

    It will enable you to get better clues as to why your mod is not working
 
I think for now i'll try not to make something so complicated, i got excited over making custom things without knowing my limits, let alone any of this coding.

Thanks again for all the help, i suppose the tutorials i've gone through won't do so i'll slowly learn over time and use direct references from the sources the site uses, at least parts of the civ works which will suffice for me

If you have any last advice or tips i'd love to hear them, i'll manually change script names from now on rather than replace all that's for certain
 
I went ahead and started fresh, picking and choosing between what fits and what doesn't, this time i'm using Egypt as a base.
I changed the civ itself, colors, city names, spies, etc. the things that work.
I can handle the leader and trait tabs easy.
For units i want to have a special worker i'm thinking, one that makes an improvement for the civ, how would i go about coding that? I know i have to change the UnitClassOverrides code to be the civ type, do i keep the UnitClassType and UnitType the same for the worker? For the improvement, do i just change the name of the improvement and leave the classes and such?

I would assume so, but i'm just double checking with people who have experience

Edit: LeeS i just found your post about buildings and it immediately answered another question i had, stop being so helpful it might rub off one day <3
If i use the burial tomb, and change the type to be my new building, should i add the <BuildingClass>BUILDING_BURIAL_TOMB</BuildingClass> or would it require BUILDING_TEMPLE as that's what the burial tomb replaces?
 
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All temples use BUILDINGCLASS_TEMPLE

Within this Building-Class there are:
Code:
BUILDINGCLASS_TEMPLE
	Default Building =	BUILDING_TEMPLE
	Unique Building =	BUILDING_MUD_PYRAMID_MOSQUE	CIVILIZATION_SONGHAI
	Unique Building =	BUILDING_BURIAL_TOMB		CIVILIZATION_EGYPT
	Prerequisite	=	BUILDINGCLASS_SHRINE
	Required Technology =	TECH_PHILOSOPHY
 
=edited= Scratch the amphitheater idea, don't want to make it so complicated

Down the line there is <Building Class>, would i keep that as TEMPLE in this case? Same for the civilization's building class override, would i keep it as <BuildingClassType> for temple and <BuildingType> as Burial Tomb?

Edit: did some more reading, the only thing i should change is Civilization's xml, the Building class type to be what i want replaced, and the building type being i'm guessing Burial Tomb? or would i make it my custom named structure?
 
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You would not use Burial Tomb. Burial Tomb is a type of Temple CLASS building. So instead of burial tomb you would want it to be the custom structure, which fits into the Temple CLASS of Buildings.
 
After changing around some things and playtesting throughout the day, there were steps forward and backward, i decided to follow Kael's ModdersGuide pdf to make a building
Given it still doesn't work, this is what i have for the mod so far
 

Attachments

  • Nat Sodom (v 1).zip
    8.7 KB · Views: 23
You're actually taking backward steps, here.

---------------------------------

This will attempt to make the default UNIT_WORKER unit within the UNITCLASS_WORKER class of units into a unique unit only your civilization can use. No other civ can then have a worker-unit.
Code:
	<Civilization_UnitClassOverrides>
		<Row>
			<CivilizationType>CIVILIZATION_SODOM</CivilizationType>
			<UnitClassType>UNITCLASS_WORKER</UnitClassType>
			<UnitType>UNIT_WORKER</UnitType>
		</Row>
	</Civilization_UnitClassOverrides>
----------------------------

This is not correct either
Code:
  <Civilization_BuildingClassOverrides>
    <Row>
      <CivilizationType>CIVILIZATION_SODOM</CivilizationType>
      <BuildingClassType>BUILDINGCLASS_TEMPLE</BuildingClassType>
      <BuildingType>BUILDING_PRINCESS_CHAMBER</BuildingType>
    </Row>
  </Civilization_BuildingClassOverrides>
Because here you've told the game that BUILDING_PRINCESS_CHAMBER belongs within BUILDINGCLASS_PRINCESS_CHAMBER
Code:
	<Buildings>
		<Row>
			<Type>BUILDING_PRINCESS_CHAMBER</Type>
			<BuildingClass>BUILDINGCLASS_PRINCESS_CHAMBER</BuildingClass>
			<Cost>600</Cost>
			<GoldMaintenance>0</GoldMaintenance>
			<Help>TXT_KEY_BUILDING_PRINCESS_CHAMBER_STRATEGY</Help>
			<Description>TXT_KEY_BUILDING_PRINCESS_CHAMBER</Description>
			<Civilopedia>TXT_KEY_CIV5_BUILDINGS_PRINCESS_CHAMBER_TEXT</Civilopedia>
			<Strategy>TXT_KEY_BUILDING_PRINCESS_CHAMBER_STRATEGY</Strategy>
			<ArtDefineTag>ART_DEF_BUILDING_TEMPLE</ArtDefineTag>
			<MaxStartEra>ERA_ANCIENT</MaxStartEra>
			<MinAreaSize>-1</MinAreaSize>
			<HurryCostModifier>55</HurryCostModifier>
			<IconAtlas>BW_ATLAS_1</IconAtlas>
			<NeverCapture>true</NeverCapture>
			<PortraitIndex>32</PortraitIndex>
			<PrereqTech>TECH_PHILOSOPHY</PrereqTech>
			<CivilizationType>CIVILIZATION_SODOM</CivilizationType>
		</Row>
	</Buildings>
No one building can belong to more than one Building-Class. If you want your BUILDING_PRINCESS_CHAMBER to belong within the BUILDINGCLASS_TEMPLE class of buildings then you simply state as
Code:
<GameData>
	<Buildings>
		<Row>
			<Type>BUILDING_PRINCESS_CHAMBER</Type>
			<BuildingClass>BUILDINGCLASS_TEMPLE</BuildingClass>
                      ....etc.......
And then this will be correct
Code:
  <Civilization_BuildingClassOverrides>
    <Row>
      <CivilizationType>CIVILIZATION_SODOM</CivilizationType>
      <BuildingClassType>BUILDINGCLASS_TEMPLE</BuildingClassType>
      <BuildingType>BUILDING_PRINCESS_CHAMBER</BuildingType>
    </Row>
  </Civilization_BuildingClassOverrides>
------------------------------

Then you get rid of this entire thing and its file since you are adding a new building that fits within an existing building-class
Code:
<GameData>
	<BuildingClasses>
		<Row>
			<Type>BUILDINGCLASS_PRINCESS_CHAMBER</Type>
			<DefaultBuilding>BUILDING_PRINCESS_CHAMBER</DefaultBuilding>
			<Description>TXT_KEY_BUILDING_PRINCESS_CHAMBER</Description>
		</Row>
	</BuildingClasses>
</GameData>
You are not adding in a new CLASS of building to the game so you don't need to define a new class of building within table <BuildingClasses>

----------------------------------------------

Table buildings has no such column as "<CivilizationType>" like you are trying to do here
Code:
		.....
		<PrereqTech>TECH_PHILOSOPHY</PrereqTech>
		<CivilizationType>CIVILIZATION_SODOM</CivilizationType>
	</Row>
</Buildings>
Designation of which civilization gets to use a given building is done through table <Civilization_BuildingClassOverrides>

------------------------------------

There's no such thing as FLAVOR_FOOD.

FLAVOR_GROWTH is used instead.

-------------------------------------

This is a fatal syntax error and will cause the game to ignore the entire contents of the file where it occurs
Code:
	<Building_YieldChanges>
		<BuildingType>BUILDING_PRINCESS_CHAMBER</BuildingType>
		<YieldType>YIELD_CULTURE</YieldType>
		<Yield>2</Yield>
	</Building_YieldChanges>
You've omitted <Row> wraps.

----------------------------------------

If you want your temple-class building to match-up with the way other temples work, then you need to set up a requirement that the city must have a BUILDINGCLASS_SHRINE before it can construct the custom building, and this is done by specifying BUILDINGCLASS_SHRINE as being needed in the city in order to construct BUILDING_PRINCESS_CHAMBER under table <Building_ClassesNeededInCity>
 
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I initially set worker as a civ only unit to test the single building, as civs need the two uniques to count as a civ, purely for testing purposes

Starting to wish there was an actual, full, precise guide.. thank you so much for helping out so much
I've removed the snippets you mentioned and changed the class to Temple, i've also added a requirement for a shrine, and removed the YIELD_CULTURE, though i don't know what to add to have this building give culture

Code:
    <Building_ClassesNeededInCity>
        <Row>
            <BuildingType>BUILDING_TEMPLE</BuildingType>
            <BuildingClassType>BUILDING_SHRINE</BuildingClassType>
        </Row>
    </Building_ClassesNeededInCity>

has now been inserted under <Buildings> just before Flavors
..and lo, it works! Just some minor tweaks left then it's off to the next challenge of how to make an improvement, as soon as i find out how to change the building's icon, and it's name since it shows up as TXT_KEY_BUILDING_PRINCESS_CHAMBER
 
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Is your building called BUILDING_TEMPLE ?
Is BUILDING_SHRINE a type of Building CLASS ?

The problem you had here is that you omitted the <Row> wraps
Code:
<Building_YieldChanges>
	<BuildingType>BUILDING_PRINCESS_CHAMBER</BuildingType>
	<YieldType>YIELD_CULTURE</YieldType>
	<Yield>2</Yield>
</Building_YieldChanges>
needs to be
Code:
<Building_YieldChanges>
	<Row>
		<BuildingType>BUILDING_PRINCESS_CHAMBER</BuildingType>
		<YieldType>YIELD_CULTURE</YieldType>
		<Yield>2</Yield>
	</Row>
</Building_YieldChanges>
 
Yep! Finally managed to get it to work, got the yields right and got the icon how i wanted it, now i just need to find out why the name is TXT_KEY_BUILDING_PRINCESS_CHAMBER instead of just Princess Chamber then i should be good to go

For improvements, would i need to create a new improvement? Like i did for the building originally, adding strings of text saying it's an added feature rather than a modified feature?
 
You've probably never defined what the game should use for TXT_KEY_BUILDING_PRINCESS_CHAMBER in table <Language_en_US>

I really don't know what you mean by
For improvements, would i need to create a new improvement? Like i did for the building originally, adding strings of text saying it's an added feature rather than a modified feature?
 
So, in Kael's modding guide for creating a building there were 3 things it said to make, a building classes xml, a buildings xml, and a game text xml

As you pointed out before, i added a string of text that added a new building, rather than changing the Temple with the string

Code:
<GameData>
    <BuildingClasses>
        <Row>
            <Type>BUILDINGCLASS_PRINCESS_CHAMBER</Type>
            <DefaultBuilding>BUILDING_PRINCESS_CHAMBER</DefaultBuilding>
            <Description>TXT_KEY_BUILDING_PRINCESS_CHAMBER</Description>
        </Row>
    </BuildingClasses>
</GameData>

Similar to Kael's guide of being Palisades instead of PRINCESS_CHAMBER
Though, i'm thinking instead of using building classes if i would have to create a custom improvement with something along the lines of

Code:
<GameData>
      <ImprovementClasses>
          <Row>
                 <Type>IMPROVEMENTCLASS_EXAMPLE</Type>
                 <DefaultImprovement>IMPROVEMENT_EXAMPLE</DefaultImprovement>

...etc...

Unless there's a specific way to create an improvement... unfortunately making an improvement isn't in any guide or tutorial i've read or seen yet
 
Safe to say my ambition has good intent, but lacks the ability to be done... under my own skill that is, or lack thereof

Instead i'll settle with making a new unique unit and then doing the artsy stuff rather than make it more complicated than it needs to be for my first mod, and maybe learn more later

Thanks a ton, LeeS for sticking with me and helping me out so much, i'll update you on if the mod works!
 
Improvements don't have classes. Each type of improvement is a stand-alone entity. Only Units and Buildings have Classes. In the case of Improvements, and only in the case of improvements, you specify this as part of the definition of the new improvement under table <Improvements> in order to make the improvement unique to your civilization
Code:
<SpecificCivRequired>true</SpecificCivRequired>
<CivilizationType>CIVILIZATION_BRAZIL</CivilizationType>
This example is taken from the IMPROVEMENT_BRAZILWOOD_CAMP definition.

----------------------------

Kael's guide is presenting an example of adding an entirely new CLASS of building, as I recall, rather than adding a Unique Building that is a replacement to the default building within the class for a specific civilization for a pre-existing CLASS of building.

---------------------------

"Feature" is generally used only and specifically to refer to terrain features, such as Floodplains or Jungle

"Text Strings" is generally used when speaking of XML and SQL code to refer to the in-game text that appears, rather than to the XML names or tags for things such as BUILDINGCLASS_COURTHOUSE or UNIT_SETTLER

-----------------------------

You aren't changing the pre-existing Temple building, nor the pre-existing Temple Class of Buildings: you are adding a new unique building to the Temple-Class of buildings that only your civilization can build. Every other civilization still uses the default BUILDING_TEMPLE except for Songhai and Egypt, who each have their own unique versions of the Temple. All of these buildings still belong to the Temple Class of buildings (BUILDINGCLASS_TEMPLE), however.
 
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