Hey, welcome to CFC!
A few things in your mod:
-The buildings file is missing a lot of necessary columns.
What you have is:
What you want is:
Your BuilcingClassOverrides column in your civilization file looks like this:
Code:
<Civilization_BuildingClassOverrides>
<Row>
<CivilizationType>CIVILIZATION_FORRESTER</CivilizationType>
[COLOR="Blue"]<UnitClassType>[/COLOR][COLOR="Red"]UNITCLASS[/COLOR]_WORKSHOP</UnitClassType>
[COLOR="Blue"]<UnitType>[/COLOR][COLOR="Red"]UNIT[/COLOR]_WOODWORKERS_GUILD</UnitType>
</Row>
</Civilization_BuildingClassOverrides>
You aren't overriding a unit; you're overriding a building. what you want is:
Code:
<Civilization_BuildingClassOverrides>
<Row>
<CivilizationType>CIVILIZATION_FORRESTER</CivilizationType>
<BuildingClassType>BUILDINGCLASS_WORKSHOP</BuildingClassType>
<BuildingType>BUILDING_WOODWORKERS_GUILD</BuildingType>
</Row>
</Civilization_BuildingClassOverrides>
In your traits file, you have:
Code:
<Trait_YieldModifiers>
<Row>
<FeatureType>FEATURE_FOREST</FeatureType>
<YieldType>YIELD_SCIENCE</YieldType>
<Yield>1</Yield>
</Row>
</Trait_YieldModifiers>
the column </Trait_YieldModifiers> doesn't refer to features. I think what you're aiming for is:
Code:
<Trait_UnimprovedFeatureYieldChanges>
<Row>
<TraitType>TRAIT_BATTLE_FURY</TraitType>
<FeatureType>FEATURE_FOREST</FeatureType>
<YieldType>YIELD_SCIENCE</YieldType>
<Yield>1</Yield>
</Row>
</Trait_UnimprovedFeatureYieldChanges>
However, you should keep in mind that this is only for unimproved forests. If a camp, or a lumber mill is build on a forest tile, the Science yield is lost. If you want to make it so that the yield carries for all forest tiles, even if they have improvements, the way you would do that would be to make a dummy building that changes the yield of forest tiles, like:
Code:
<Building_FeatureYieldChanges>
<Row>
<BuildingType>BUILDING_FORRESTER_DUMMY</BuildingType>
<FeatureType>FEATURE_FOREST</FeatureType>
<YieldType>YIELD_SCIENCE</YieldType>
<Yield>1</Yield>
</Row>
</Building_FeatureYieldChanges>
and then, in the traits file, include that dummy building in the <FreeBuilding> column.
Your units file is also missing columns:
should be:
I'm not 100% sure what the aim of:
Code:
<Unit_ResourceQuantityRequirements>
<Update>
<Set Cost="0"/>
<Where UnitType="UNIT_IRONWOOD_SHIP" ResourceType="RESOURCE_IRON"/>
</Update>
</Unit_ResourceQuantityRequirements>
was, but if the intent was for the unit to not have any resource requirements, then nothing there is needed. Just delete that part.
Try those changes and see how it works then.
Also, for future reference; it's better to attach the mod files rather than the ModBuddy files. (What shows up in Documents\My Games\Sid Meier's Civilization 5\MODS)
Side note, would perhaps "Iron From Ice" be a better name for the trait name, considering that's House Forrester's official words?