Total conversion mods need so many things removed that it is simpler to start clean and add things than edit units, buildings etc. That is the reason for an empty mod. The original idea is by Pazyryk - check this thread The whole thing is possible thanks to lemmy101 and his "IndieStone Anti Deletion-Crash Fixinator SQL" I have simply added my xlm editor, "gutted" the files and put it all together. How to use: Download Unpack - put it into your modbuddy mod directory open the mod in modbuddy, edit the files etc rebuild start civ5 and run the mod Editing bigger files might be much easier if you use the editor ("Empty Mod/Empty Mod" directory) Just open xlm file, make changes, press export and voila - the file is created, overwriting the old one in XML directory There are also civ5 files (as of patch 1.062) included, in case anyone wants to copy existing assets. I will probably include mongols genghis khan entries, too. Full Civ5 files: CivV 1.062 editor.xls, "Civ 1.062 rest of files.ZIP" Empty files (in by deafault): "EmptyMod editor.xls", "XML empty rest.ZIP" This is an initial version and as such, will probably need some improvements. But it is tested, and the game is running - after all, 2 buildings, 5 units, 2 civs, 3 promotions and 2 techs are in All policy branches and resources are in. Both require changes to lua files, for UI towork or to let players be placed properly. I have decied it is better to leave these in place, as removing and then adding might be troublesome in this case. That has also a side effect of all resources being visible from the start. Good luck creating mods and let me know if you spot any bugs.