[BNW] Having issues with a custom civilization. Can trade artwork for help!

Nickify

Chieftain
Joined
Oct 19, 2018
Messages
3
Location
Chicago, IL
I've lurked on these forums for some time now. I've been using them as a resource to learn about the game and to start the process of making my own civilizations and mods for Civ V. Lately I've tried my hand at making custom civilizations for me and my friends to play with in our custom games. Currently I am working on a custom James K. Polk's USA civilization. I haven't designed any artwork for the civ other than this base pic because I'd like to get the coding out of the way first.



I've added my civ's UA, UU and UB. Because I'm new to this and their trait is 2-parter, I wanted to try and add one part before the other and then test it. I added a custom building to my civ called the Stockpile which provides +1 food from plains. Each city gets that building for free (I took a page out of Carthage's trait for this) upon founding. This works just fine as all plains give me the +1 food I was hoping for. I am unsure of how to code the 2nd part for the trait. It is supposed to grant +1 food per city connected to the capital. Similar to the pantheon belief Messenger of the Gods which grants +2 science in cities connected to the capital. I tried pouring through the game files to find how they coded these beliefs, but wasn't able to find anything. Any help here is appreciated.

The UU should be an easy fix after test playing, so my next focus is regarding the Fort for my civ. I built walls in my test city and upon completion, it bricked my game. Here's my Fire Tuner error code:

Runtime Error: Assets\DLC\Expansion2\UI\InGame\InfoTooltipInclude.lua:277: attempt to compare number with nil

Spoiler Screenshot :




I looked into the Database.log and am absolutely clueless as to how to proceed. If you have experience coding this game, I don't mind working out some kind of deal. I do a lot of graphic design work on the side and can possibly design you some artwork for your own stuff as a form of payment for your time. This isn't the only civilization I hope to create, but I'd like to use the experience gained from making this one, in making others. Below are the XML files that I used.

Spoiler Trait.xml :
<GameData>
<Traits>
<Row>
<Type>TRAIT_MANIFEST_DESTINY</Type>
<Description>TXT_KEY_TRAIT_MANIFEST_DESTINY</Description>
<ShortDescription>TXT_KEY_TRAIT_MANIFEST_DESTINY_SHORT</ShortDescription>
<FreeBuilding>BUILDING_STOCKPILE</FreeBuilding>
</Row>
</Traits>
<Language_en_US>
<Row Tag="TXT_KEY_TRAIT_MANIFEST_DESTINY">
<Text>+1 [ICON_FOOD] Food per city connected to the [ICON_CAPITAL] capital. Plains provide +1 [ICON_FOOD] Food.</Text>
</Row>
<Row Tag="TXT_KEY_TRAIT_MANIFEST_DESTINY_SHORT">
<Text>Manifest Destiny</Text>
</Row>
</Language_en_US>
</GameData>


Spoiler Units.xml :

<GameData>
<Units>
<Row>
<Type>UNIT_WAGON_TRAIN</Type>
<Description>TXT_KEY_UNIT_WAGON_TRAIN</Description>
<Civilopedia>TXT_KEY_CIV5_WAGON_TRAIN_TEXT</Civilopedia>
<Strategy>TXT_KEY_UNIT_WAGON_TRAIN_STRATEGY</Strategy>
<Help>TXT_KEY_UNIT_HELP_WAGON_TRAIN</Help>
<Requirements></Requirements>
<Combat>20</Combat>
<RangedCombat>0</RangedCombat>
<Cost>180</Cost>
<FaithCost>0</FaithCost>
<RequiresFaithPurchaseEnabled>1</RequiresFaithPurchaseEnabled>
<Moves>4</Moves>
<Immobile>0</Immobile>
<Range>0</Range>
<BaseSightRange>2</BaseSightRange>
<Class>UNITCLASS_SETTLER</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>1</MilitarySupport>
<MilitaryProduction>1</MilitaryProduction>
<Pillage>0</Pillage>
<PillagePrereqTech></PillagePrereqTech>
<Found>1</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_NAVIGATION</PrereqTech>
<ObsoleteTech></ObsoleteTech>
<GoodyHutUpgradeUnitClass></GoodyHutUpgradeUnitClass>
<HurryCostModifier>20</HurryCostModifier>
<AdvancedStartCost>15</AdvancedStartCost>
<MinAreaSize>-1</MinAreaSize>
<AirInterceptRange>0</AirInterceptRange>
<AirUnitCap>0</AirUnitCap>
<NukeDamageLevel>-1</NukeDamageLevel>
<WorkRate>100</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>100</CombatLimit>
<RangeAttackOnlyInDomain>0</RangeAttackOnlyInDomain>
<RangeAttackIgnoreLOS>0</RangeAttackIgnoreLOS>
<Trade>0</Trade>
<NumExoticGoods>0</NumExoticGoods>
<RangedCombatLimit>0</RangedCombatLimit>
<XPValueAttack>3</XPValueAttack>
<XPValueDefense>3</XPValueDefense>
<SpecialCargo></SpecialCargo>
<DomainCargo></DomainCargo>
<Conscription>2</Conscription>
<ExtraMaintenanceCost>0</ExtraMaintenanceCost>
<NoMaintenance>0</NoMaintenance>
<Unhappiness>0</Unhappiness>
<UnitArtInfo>ART_DEF_UNIT_U_CELT_PICTISH_WARRIOR</UnitArtInfo>
<UnitArtInfoCulturalVariation>0</UnitArtInfoCulturalVariation>
<UnitArtInfoEraVariation>0</UnitArtInfoEraVariation>
<ProjectPrereq></ProjectPrereq>
<SpaceshipProject></SpaceshipProject>
<LeaderPromotion></LeaderPromotion>
<LeaderExperience>0</LeaderExperience>
<DontShowYields>0</DontShowYields>
<ShowInPedia>1</ShowInPedia>
<MoveRate>BIPED</MoveRate>
<UnitFlagIconOffset>10</UnitFlagIconOffset>
<PortraitIndex>10</PortraitIndex>
<IconAtlas>EXPANSION_UNIT_ATLAS_1</IconAtlas>
<UnitFlagAtlas>EXPANSION_UNIT_FLAG_ATLAS</UnitFlagAtlas>
</Row>
</Units>
<Unit_AITypes>
<Row>
<UnitType>UNIT_WAGON_TRAIN</UnitType>
<UnitAIType>UNITAI_SETTLE</UnitAIType>
</Row>
</Unit_AITypes>
<Unit_FreePromotions>
<Row>
<UnitType>UNIT_WAGON_TRAIN</UnitType>
<PromotionType>PROMOTION_ONLY_DEFENSIVE</PromotionType>
</Row>
</Unit_FreePromotions>
<Unit_Flavors>
<Row>
<UnitType>UNIT_WAGON_TRAIN</UnitType>
<FlavorType>FLAVOR_EXPANSION</FlavorType>
<Flavor>40</Flavor>
</Row>
<Row>
<UnitType>UNIT_WAGON_TRAIN</UnitType>
<FlavorType>FLAVOR_GROWTH</FlavorType>
<Flavor>4</Flavor>
</Row>
</Unit_Flavors>


Spoiler Civilization.xml :

<GameData>
<Civilizations>
<Row>
<Type>CIVILIZATION_US_POLK</Type>
<Description>TXT_KEY_CIV_US_POLK_DESC</Description>
<Civilopedia></Civilopedia>
<CivilopediaTag>TXT_KEY_CIV5_US_POLK</CivilopediaTag>
<Strategy></Strategy>
<Playable>1</Playable>
<AIPlayable>1</AIPlayable>
<ShortDescription>TXT_KEY_CIV_US_POLK_SHORT_DESC</ShortDescription>
<Adjective>TXT_KEY_CIV_US_POLK_ADJECTIVE</Adjective>
<DefaultPlayerColor>PLAYERCOLOR_US_POLK</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>MapAmerica512.dds</MapImage>
<DawnOfManQuote>TXT_KEY_CIV5_DAWN_UNITEDSTATES_TEXT</DawnOfManQuote>
<DawnOfManImage>DOM_Washington.dds</DawnOfManImage>
<DawnOfManAudio>AS2D_DOM_SPEECH_UNITED_STATES</DawnOfManAudio>
<SoundtrackTag></SoundtrackTag>
</Row>
</Civilizations>
<Civilization_BuildingClassOverrides>
<Row>
<CivilizationType>CIVILIZATION_US_POLK</CivilizationType>
<BuildingClassType>BUILDINGCLASS_CASTLE</BuildingClassType>
<BuildingType>BUILDING_FORT</BuildingType>
</Row>
</Civilization_BuildingClassOverrides>
<Civilization_UnitClassOverrides>
<Row>
<CivilizationType>CIVILIZATION_US_POLK</CivilizationType>
<UnitClassType>UNITCLASS_SETTLER</UnitClassType>
<UnitType>UNIT_WAGON_TRAIN</UnitType>
</Row>
</Civilization_UnitClassOverrides>
<Civilization_Start_Along_Ocean>
<Row>
<CivilizationType>CIVILIZATION_US_POLK</CivilizationType>
<StartAlongOcean>1</StartAlongOcean>
</Row>
</Civilization_Start_Along_Ocean>
<Civilization_Start_Along_River>
<Row>
<CivilizationType>CIVILIZATION_CARTHAGE</CivilizationType>
<StartAlongRiver>1</StartAlongRiver>
</Row>
</Civilization_Start_Along_River>
<Civilization_Start_Region_Priority>
<Row>
<CivilizationType>CIVILIZATION_US_POLK</CivilizationType>
<RegionType>REGION_PLAINS</RegionType>
</Row>
</Civilization_Start_Region_Priority>
<Civilization_Start_Region_Avoid>
<Row>
<CivilizationType>CIVILIZATION_US_POLK</CivilizationType>
<RegionType>REGION_TUNDRA</RegionType>
</Row>
</Civilization_Start_Region_Avoid>

<PlayerColors>
<Row>
<Type>PLAYERCOLOR_US_POLK</Type>
<PrimaryColor>COLOR_PLAYER_US_POLK_ICON</PrimaryColor>
<SecondaryColor>COLOR_PLAYER_US_POLK_BACKGROUND</SecondaryColor>
<TextColor>COLOR_PLAYER_WHITE_TEXT</TextColor>
</Row>
</PlayerColors>
<Colors>
<Row>
<Type>COLOR_PLAYER_US_POLK_ICON</Type>
<Red>1.0</Red>
<Green>.84</Green>
<Blue>0</Blue>
<Alpha>1.0</Alpha>
</Row>
</Colors>
<Colors>
<Row>
<Type>COLOR_PLAYER_US_POLK_BACKGROUND</Type>
<Red>.122</Red>
<Green>.2</Green>
<Blue>0.471</Blue>
<Alpha>1.0</Alpha>
</Row>
</Colors>


Spoiler Buildings.xml :

<GameData>
<Buildings>
<Row>
<Type>BUILDING_FORT</Type>
<Description>TXT_KEY_BUILDING_FORT</Description>
<Civilopedia>TXT_KEY_CIV5_BUILDINGS_FORT_TEXT</Civilopedia>
<Strategy>TXT_KEY_BUILDING_FORT_STRATEGY</Strategy>
<Help></Help>
<ThemingBonusHelp></ThemingBonusHelp>
<Quote></Quote>
<GoldMaintenance>1</GoldMaintenance>
<MutuallyExclusiveGroup>-1</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>150</Cost>
<FaithCost>350</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>0</CultureRateModifier>
<GlobalCultureRateModifier>0</GlobalCultureRateModifier>
<GreatPeopleRateModifier>15</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>0</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>7</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_CASTLE</BuildingClass>
<ArtDefineTag>ART_DEF_BUILDING_CASTLE</ArtDefineTag>
<NearbyTerrainRequired></NearbyTerrainRequired>
<ProhibitedCityTerrain></ProhibitedCityTerrain>
<VictoryPrereq></VictoryPrereq>
<FreeStartEra></FreeStartEra>
<MaxStartEra></MaxStartEra>
<ObsoleteTech></ObsoleteTech>
<EnhancedYieldTech>TECH_RAILROAD</EnhancedYieldTech>
<TechEnhancedTourism>0</TechEnhancedTourism>
<FreeBuilding></FreeBuilding>
<FreeBuildingThisCity></FreeBuildingThisCity>
<FreePromotion></FreePromotion>
<TrainedFreePromotion></TrainedFreePromotion>
<FreePromotionRemoved></FreePromotionRemoved>
<ReplacementBuildingClass></ReplacementBuildingClass>
<PrereqTech>TECH_CHIVALRY</PrereqTech>
<PolicyBranchType></PolicyBranchType>
<SpecialistType></SpecialistType>
<SpecialistCount>0</SpecialistCount>
<GreatWorkSlotType></GreatWorkSlotType>
<FreeGreatWork></FreeGreatWork>
<GreatWorkCount></GreatWorkCount>
<SpecialistExtraCulture>0</SpecialistExtraCulture>
<GreatPeopleRateChange>0</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_ClassesNeededInCity>
<Row>
<BuildingType>BUILDING_FORT</BuildingType>
<BuildingClassType>BUILDINGCLASS_WALLS</BuildingClassType>
</Row>
</Building_ClassesNeededInCity>
<Building_Flavors>
<Row>
<BuildingType>BUILDING_FORT</BuildingType>
<FlavorType>FLAVOR_CITY_DEFENSE</FlavorType>
<Flavor>25</Flavor>
</Row>
<Row>
<BuildingType>BUILDING_FORT</BuildingType>
<FlavorType>FLAVOR_GREAT_PEOPLE</FlavorType>
<Flavor>25</Flavor>
</Row>
</Building_Flavors>
<Building_YieldChanges>
<Row>
<BuildingType>BUILDING_FORT</BuildingType>
<YieldType>YIELD_PRODUCTION</YieldType>
<Yield>2</Yield>
</Row>
</Building_YieldChanges>
<Building_TechEnhancedYieldChanges>
<Row>
<BuildingType>BUILDING_FORT</BuildingType>
<YieldType>YIELD_FOOD</YieldType>
<Yield>2</Yield>
</Row>
</Building_TechEnhancedYieldChanges>
<Language_en_US>
<Row Tag="TXT_KEY_BUILDING_FORT">
<Text>Fort</Text>
</Row>
<Row Tag="TXT_KEY_CIV5_BUILDINGS_FORT_TEXT">
<Text><!-- Add Civilopedia text here --></Text>
</Row>
<Row Tag="TXT_KEY_BUILDING_FORT_STRATEGY">
<Text>The Fort is a Medieval-era building unique to the Americans, replacing the Castle. It increases the city's [ICON_DEFENSE] Defense and provides +2 [ICON_PRODUCTION] Production and +2 [ICON_FOOD] Food after researching Navigation.</Text>
</Row>
</Language_en_US>
</GameData>


Spoiler Plains.xml :

<GameData>
<BuildingClasses>
<Row>
<Type>BUILDINGCLASS_STOCKPILE</Type>
<DefaultBuilding>BUILDING_STOCKPILE</DefaultBuilding>
<Description>TXT_KEY_BUILDING_STOCKPILE</Description>
</Row>
</BuildingClasses>
<Buildings>
<Row>
<Type>BUILDING_STOCKPILE</Type>
<BuildingClass>BUILDINGCLASS_STOCKPILE</BuildingClass>
<Cost>-1</Cost>
<FaithCost>-1</FaithCost>
<PrereqTech>NULL</PrereqTech>
<MinAreaSize>-1</MinAreaSize>
<NeverCapture>false</NeverCapture>
<NukeImmune>true</NukeImmune>
<PortraitIndex>1</PortraitIndex>
<IconAtlas>CIV_LYN_ATLAS</IconAtlas>
<Description>TXT_KEY_BUILDING_STOCKPILE</Description>
</Row>
</Buildings>
<Building_TerrainYieldChanges>
<Row>
<BuildingType>BUILDING_STOCKPILE</BuildingType>
<TerrainType>TERRAIN_PLAINS</TerrainType>
<YieldType>YIELD_FOOD</YieldType>
<Yield>1</Yield>
</Row>
</Building_TerrainYieldChanges>
<Language_en_US>
<Row Tag="TXT_KEY_BUILDING_STOCKPILE">
<Text>American Ingenuity</Text>
</Row>
</Language_en_US>
</GameData>


Spoiler Leader.xml :

<GameData>
<Leaders>
<Row>
<Type>LEADER_POLK</Type>
<Description>TXT_KEY_LEADER_POLK</Description>
<Civilopedia>TXT_KEY_LEADER_POLK_PEDIA</Civilopedia>
<CivilopediaTag>TXT_KEY_CIVILOPEDIA_LEADERS_POLK</CivilopediaTag>
<ArtDefineTag>Celts_Boudicca_Scene.xml</ArtDefineTag>
<VictoryCompetitiveness>5</VictoryCompetitiveness>
<WonderCompetitiveness>3</WonderCompetitiveness>
<MinorCivCompetitiveness>5</MinorCivCompetitiveness>
<Boldness>6</Boldness>
<DiploBalance>4</DiploBalance>
<WarmongerHate>4</WarmongerHate>
<WorkAgainstWillingness>0</WorkAgainstWillingness>
<WorkWithWillingness>0</WorkWithWillingness>
<DenounceWillingness>7</DenounceWillingness>
<DoFWillingness>5</DoFWillingness>
<Loyalty>4</Loyalty>
<Neediness>4</Neediness>
<Forgiveness>5</Forgiveness>
<Chattiness>5</Chattiness>
<Meanness>7</Meanness>
<PortraitIndex>0</PortraitIndex>
<IconAtlas>EXPANSION_LEADER_ATLAS</IconAtlas>
</Row>
</Leaders>
<Leader_MajorCivApproachBiases>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<MajorCivApproachType>MAJOR_CIV_APPROACH_WAR</MajorCivApproachType>
<Bias>6</Bias>
</Row>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<MajorCivApproachType>MAJOR_CIV_APPROACH_HOSTILE</MajorCivApproachType>
<Bias>5</Bias>
</Row>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<MajorCivApproachType>MAJOR_CIV_APPROACH_DECEPTIVE</MajorCivApproachType>
<Bias>4</Bias>
</Row>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<MajorCivApproachType>MAJOR_CIV_APPROACH_GUARDED</MajorCivApproachType>
<Bias>5</Bias>
</Row>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<MajorCivApproachType>MAJOR_CIV_APPROACH_AFRAID</MajorCivApproachType>
<Bias>3</Bias>
</Row>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<MajorCivApproachType>MAJOR_CIV_APPROACH_FRIENDLY</MajorCivApproachType>
<Bias>4</Bias>
</Row>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<MajorCivApproachType>MAJOR_CIV_APPROACH_NEUTRAL</MajorCivApproachType>
<Bias>6</Bias>
</Row>
</Leader_MajorCivApproachBiases>
<Leader_MinorCivApproachBiases>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<MinorCivApproachType>MINOR_CIV_APPROACH_IGNORE</MinorCivApproachType>
<Bias>6</Bias>
</Row>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<MinorCivApproachType>MINOR_CIV_APPROACH_FRIENDLY</MinorCivApproachType>
<Bias>6</Bias>
</Row>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<MinorCivApproachType>MINOR_CIV_APPROACH_PROTECTIVE</MinorCivApproachType>
<Bias>4</Bias>
</Row>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<MinorCivApproachType>MINOR_CIV_APPROACH_CONQUEST</MinorCivApproachType>
<Bias>4</Bias>
</Row>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<MinorCivApproachType>MINOR_CIV_APPROACH_BULLY</MinorCivApproachType>
<Bias>7</Bias>
</Row>
</Leader_MinorCivApproachBiases>
<Leader_Flavors>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<FlavorType>FLAVOR_OFFENSE</FlavorType>
<Flavor>4</Flavor>
</Row>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<FlavorType>FLAVOR_DEFENSE</FlavorType>
<Flavor>8</Flavor>
</Row>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<FlavorType>FLAVOR_CITY_DEFENSE</FlavorType>
<Flavor>8</Flavor>
</Row>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<FlavorType>FLAVOR_MILITARY_TRAINING</FlavorType>
<Flavor>6</Flavor>
</Row>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<FlavorType>FLAVOR_RECON</FlavorType>
<Flavor>6</Flavor>
</Row>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<FlavorType>FLAVOR_RANGED</FlavorType>
<Flavor>4</Flavor>
</Row>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<FlavorType>FLAVOR_MOBILE</FlavorType>
<Flavor>6</Flavor>
</Row>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<FlavorType>FLAVOR_NAVAL</FlavorType>
<Flavor>4</Flavor>
</Row>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<FlavorType>FLAVOR_NAVAL_RECON</FlavorType>
<Flavor>4</Flavor>
</Row>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<FlavorType>FLAVOR_NAVAL_GROWTH</FlavorType>
<Flavor>6</Flavor>
</Row>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<FlavorType>FLAVOR_NAVAL_TILE_IMPROVEMENT</FlavorType>
<Flavor>5</Flavor>
</Row>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<FlavorType>FLAVOR_AIR</FlavorType>
<Flavor>8</Flavor>
</Row>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<FlavorType>FLAVOR_EXPANSION</FlavorType>
<Flavor>10</Flavor>
</Row>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<FlavorType>FLAVOR_GROWTH</FlavorType>
<Flavor>8</Flavor>
</Row>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<FlavorType>FLAVOR_TILE_IMPROVEMENT</FlavorType>
<Flavor>5</Flavor>
</Row>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<FlavorType>FLAVOR_INFRASTRUCTURE</FlavorType>
<Flavor>7</Flavor>
</Row>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<FlavorType>FLAVOR_PRODUCTION</FlavorType>
<Flavor>5</Flavor>
</Row>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<FlavorType>FLAVOR_GOLD</FlavorType>
<Flavor>4</Flavor>
</Row>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<FlavorType>FLAVOR_SCIENCE</FlavorType>
<Flavor>5</Flavor>
</Row>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<FlavorType>FLAVOR_CULTURE</FlavorType>
<Flavor>4</Flavor>
</Row>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<FlavorType>FLAVOR_HAPPINESS</FlavorType>
<Flavor>8</Flavor>
</Row>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<FlavorType>FLAVOR_GREAT_PEOPLE</FlavorType>
<Flavor>7</Flavor>
</Row>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<FlavorType>FLAVOR_WONDER</FlavorType>
<Flavor>4</Flavor>
</Row>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<FlavorType>FLAVOR_RELIGION</FlavorType>
<Flavor>4</Flavor>
</Row>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<FlavorType>FLAVOR_DIPLOMACY</FlavorType>
<Flavor>7</Flavor>
</Row>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<FlavorType>FLAVOR_SPACESHIP</FlavorType>
<Flavor>8</Flavor>
</Row>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<FlavorType>FLAVOR_WATER_CONNECTION</FlavorType>
<Flavor>5</Flavor>
</Row>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<FlavorType>FLAVOR_NUKE</FlavorType>
<Flavor>6</Flavor>
</Row>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<FlavorType>FLAVOR_USE_NUKE</FlavorType>
<Flavor>8</Flavor>
</Row>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<FlavorType>FLAVOR_ESPIONAGE</FlavorType>
<Flavor>7</Flavor>
</Row>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<FlavorType>FLAVOR_ANTIAIR</FlavorType>
<Flavor>6</Flavor>
</Row>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<FlavorType>FLAVOR_AIR_CARRIER</FlavorType>
<Flavor>8</Flavor>
</Row>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<FlavorType>FLAVOR_ARCHAEOLOGY</FlavorType>
<Flavor>5</Flavor>
</Row>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<FlavorType>FLAVOR_I_LAND_TRADE_ROUTE</FlavorType>
<Flavor>5</Flavor>
</Row>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<FlavorType>FLAVOR_I_SEA_TRADE_ROUTE</FlavorType>
<Flavor>5</Flavor>
</Row>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<FlavorType>FLAVOR_I_TRADE_ORIGIN</FlavorType>
<Flavor>5</Flavor>
</Row>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<FlavorType>FLAVOR_I_TRADE_DESTINATION</FlavorType>
<Flavor>5</Flavor>
</Row>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<FlavorType>FLAVOR_AIRLIFT</FlavorType>
<Flavor>5</Flavor>
</Row>
</Leader_Flavors>
<Leader_Traits>
<Row>
<LeaderType>LEADER_POLK</LeaderType>
<TraitType>TRAIT_MANIFEST_DESTINY</TraitType>
</Row>
</Leader_Traits>
<Language_en_US>
<Row Tag="TXT_KEY_LEADER_POLK">
<Text>James K. Polk</Text>
</Row>
<Row Tag="TXT_KEY_LEADER_POLK_PEDIA">
<Text><!-- Add Civilopedia text here --></Text>
</Row>
<Row Tag="TXT_KEY_CIVILOPEDIA_LEADERS_POLK_HEADING_1">
<Text>History</Text>
</Row>
<Row Tag="TXT_KEY_CIVILOPEDIA_LEADERS_POLK_HEADING_2">
<Text>Judgment of History</Text>
</Row>
<Row Tag="TXT_KEY_CIVILOPEDIA_LEADERS_POLK_LIVED">
<Text>November 2, 1795 – June 15, 1849</Text>
</Row>
<Row Tag="TXT_KEY_CIVILOPEDIA_LEADERS_POLK_NAME">
<Text>James K. Polk</Text>
</Row>
<Row Tag="TXT_KEY_CIVILOPEDIA_LEADERS_POLK_SUBTITLE">
<Text>Leader of the United States</Text>
</Row>
<Row Tag="TXT_KEY_CIVILOPEDIA_LEADERS_POLK_TEXT_1">
<Text><!-- Add Civilopedia text here --></Text>
</Row>
<Row Tag="TXT_KEY_CIVILOPEDIA_LEADERS_POLK_TEXT_2">
<Text><!-- Add Civilopedia text here --></Text>
</Row>
<Row Tag="TXT_KEY_CIVILOPEDIA_LEADERS_POLK_TITLES_1">
<Text>President of the United States</Text>
</Row>
</Language_en_US>
</GameData>


Spoiler Database.log :

[771823.339] columns StrategicViewType, TileType are not unique
[771823.339] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[771825.227] no such table: IconTextureAtlases
[771825.227] In Query - insert into IconTextureAtlases('Atlas', 'IconSize', 'Filename', 'IconsPerRow', 'IconsPerColumn') values (?, ?, ?, ?, ?);
[771825.227] In XMLSerializer while updating table IconTextureAtlases from file Assets\DLC\Expansion2\Polk USA\XML\PolkAtlas.xml.
[771825.227] no such table: Buildings
[771825.227]
[771825.227] In XMLSerializer while updating table Buildings from file Assets\DLC\Expansion2\Polk USA\XML\PolkBuildings.xml.
[771825.227] no such table: Civilizations
[771825.227] In Query - insert into Civilizations('Type', 'Description', 'Civilopedia', 'CivilopediaTag', 'Strategy', 'Playable', 'AIPlayable', 'ShortDescription', 'Adjective', 'DefaultPlayerColor', 'ArtDefineTag', 'ArtStyleType', 'ArtStyleSuffix', 'ArtStylePrefix', 'DerivativeCiv', 'PortraitIndex', 'IconAtlas', 'AlphaIconAtlas', 'MapImage', 'DawnOfManQuote', 'DawnOfManImage', 'DawnOfManAudio', 'SoundtrackTag') values (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?);
[771825.227] In XMLSerializer while updating table Civilizations from file Assets\DLC\Expansion2\Polk USA\XML\PolkCivilization.xml.
[771825.227] no such table: Leaders
[771825.227] In Query - insert into Leaders('Type', 'Description', 'Civilopedia', 'CivilopediaTag', 'ArtDefineTag', 'VictoryCompetitiveness', 'WonderCompetitiveness', 'MinorCivCompetitiveness', 'Boldness', 'DiploBalance', 'WarmongerHate', 'WorkAgainstWillingness', 'WorkWithWillingness', 'DenounceWillingness', 'DoFWillingness', 'Loyalty', 'Neediness', 'Forgiveness', 'Chattiness', 'Meanness', 'PortraitIndex', 'IconAtlas') values (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?);
[771825.227] In XMLSerializer while updating table Leaders from file Assets\DLC\Expansion2\Polk USA\XML\PolkLeader.xml.
[771825.227] no such table: BuildingClasses
[771825.227] In Query - insert into BuildingClasses('Type', 'DefaultBuilding', 'Description') values (?, ?, ?);
[771825.227] In XMLSerializer while updating table BuildingClasses from file Assets\DLC\Expansion2\Polk USA\XML\PolkPlains.xml.
[771825.227] no such table: Traits
[771825.227] In Query - insert into Traits('Type', 'Description', 'ShortDescription', 'FreeBuilding') values (?, ?, ?, ?);
[771825.227] In XMLSerializer while updating table Traits from file Assets\DLC\Expansion2\Polk USA\XML\PolkTrait.xml.
[771825.227] no such table: Units
[771825.227]
[771825.227] In XMLSerializer while updating table Units from file Assets\DLC\Expansion2\Polk USA\XML\PolkUnits.xml.
[771829.205] no such table: ContentPackage.LocalizedText
[771829.205] no such table: ContentPackage.LocalizedText
[771829.205] no such table: ContentPackage.LocalizedText
[771830.531] no such table: ContentPackage.LocalizedText
[771833.120] columns StrategicViewType, TileType are not unique
[771833.120] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[771834.165] no such table: ContentPackage.LocalizedText
[771834.165] no such table: ContentPackage.LocalizedText
[771834.165] no such table: ContentPackage.LocalizedText
[771840.093] column UnitType is not unique
[771840.093] While executing - 'insert into UnitGameplay2DScripts('UnitType', 'SelectionSound', 'FirstSelectionSound') values (?, ?, ?);'
[771840.093] In XMLSerializer while inserting row into table insert into UnitGameplay2DScripts('UnitType', 'SelectionSound', 'FirstSelectionSound') with values (UNIT_CELT_PICTISH_WARRIOR, AS2D_SELECT_SWORDSMAN, AS2D_BIRTH_SWORDSMAN, ).
[771840.093] In XMLSerializer while updating table UnitGameplay2DScripts from file Assets\DLC\Expansion2\Polk USA\XML\PolkUnits.xml.
[771840.093] column UnitType is not unique
[771842.465] Validating Foreign Key Constraints...
[771842.465] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[771842.465] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[771842.465] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[771842.465] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[771842.465] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[771842.465] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[771842.465] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[771842.465] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[771842.465] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[771843.011] Invalid Reference on Civilization_UnitClassOverrides.UnitType - "UNIT_WAGON_TRAIN" does not exist in Units
[771845.553] Failed Validation.
[771846.193]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 6262064 75811472
PageCache: 7 13
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 5847072 62906592
Scratch: 0 0

Largest Allocations:
Malloc: 262144
PageCache: 1172
Scratch: 6640

Prepared Statements:
Current: 6
------------------------------
[771846.224] Validating Foreign Key Constraints...
[771846.224] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[771846.224] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[771846.224] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[771846.240] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[771846.240] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[771846.240] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[771846.240] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[771846.240] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[771846.240] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[771846.770] Invalid Reference on Civilization_UnitClassOverrides.UnitType - "UNIT_WAGON_TRAIN" does not exist in Units
[771849.329] Failed Validation.
[771849.953]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 6263240 75811472
PageCache: 7 13
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 5848248 62906592
Scratch: 0 0

Largest Allocations:
Malloc: 262144
PageCache: 1172
Scratch: 6640

Prepared Statements:
Current: 6
------------------------------
[771890.872] no such column: Type
[771890.872] In Query - select * from Natural_Wonder_Placement where Type = ? LIMIT 1
 
Umm you're supposed to turn that into a mod, not put files inside a DLC.

Or maybe I misread it.

Either way, you have a lot of dangling xml columns which you are just supposed to omit it as you can see in other people's civ mods because omitting it and leaving it to be defaulted is better than defining it and leaving it blank.

Your first part of the UA is doable. Just need to see if I remember the code for city connections now...
 
Umm you're supposed to turn that into a mod, not put files inside a DLC.

Or maybe I misread it.

Either way, you have a lot of dangling xml columns which you are just supposed to omit it as you can see in other people's civ mods because omitting it and leaving it to be defaulted is better than defining it and leaving it blank.

Your first part of the UA is doable. Just need to see if I remember the code for city connections now...

The reason I had everything lumped into my DLC folder, was because I found out on some forum that by linking .xml files in Expansion2.Civ5Pkg the game recognizes it add additional stuff to load. Most anything you add can be played without mods. You can host a multiplayer game assuming the others in your game have the same files as you and their linked in the Civ5Pkg file. Since that's what I'm trying to do with this once it's finished I'm testing it there.

I'm really clueless on how coding works I just sorta went "monkey see, monkey do" when making it. I copy stuff from other civs and tweak it for my own use. I'm not quite sure what you mean by dangling xml columns, but I think I follow you. My issue is that aside from the obvious ones to remove, I'm not sure which lines are unnecessary. I'll take a thorough look and clean up as much as I can and then test it again. Thanks for taking the time to reply!
 
You will need to use the MP workaround method to convert an actual mod into a "fake" DLC in order to get this to work. Simply plopping files into the DLC folder will not work properly.

These error lines in Database.log
Code:
[771825.227] no such table: IconTextureAtlases
 [771825.227] In Query - insert into IconTextureAtlases('Atlas', 'IconSize', 'Filename', 'IconsPerRow', 'IconsPerColumn') values (?, ?, ?, ?, ?);
 [771825.227] In XMLSerializer while updating table IconTextureAtlases from file Assets\DLC\Expansion2\Polk USA\XML\PolkAtlas.xml.
 [771825.227] no such table: Buildings
[771825.227] 
 [771825.227] In XMLSerializer while updating table Buildings from file Assets\DLC\Expansion2\Polk USA\XML\PolkBuildings.xml.
 [771825.227] no such table: Civilizations
 [771825.227] In Query - insert into Civilizations('Type', 'Description', 'Civilopedia', 'CivilopediaTag', 'Strategy', 'Playable', 'AIPlayable', 'ShortDescription', 'Adjective', 'DefaultPlayerColor', 'ArtDefineTag', 'ArtStyleType', 'ArtStyleSuffix', 'ArtStylePrefix', 'DerivativeCiv', 'PortraitIndex', 'IconAtlas', 'AlphaIconAtlas', 'MapImage', 'DawnOfManQuote', 'DawnOfManImage', 'DawnOfManAudio', 'SoundtrackTag') values (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?);
 [771825.227] In XMLSerializer while updating table Civilizations from file Assets\DLC\Expansion2\Polk USA\XML\PolkCivilization.xml.
 [771825.227] no such table: Leaders
 [771825.227] In Query - insert into Leaders('Type', 'Description', 'Civilopedia', 'CivilopediaTag', 'ArtDefineTag', 'VictoryCompetitiveness', 'WonderCompetitiveness', 'MinorCivCompetitiveness', 'Boldness', 'DiploBalance', 'WarmongerHate', 'WorkAgainstWillingness', 'WorkWithWillingness', 'DenounceWillingness', 'DoFWillingness', 'Loyalty', 'Neediness', 'Forgiveness', 'Chattiness', 'Meanness', 'PortraitIndex', 'IconAtlas') values (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?);
 [771825.227] In XMLSerializer while updating table Leaders from file Assets\DLC\Expansion2\Polk USA\XML\PolkLeader.xml.
 [771825.227] no such table: BuildingClasses
 [771825.227] In Query - insert into BuildingClasses('Type', 'DefaultBuilding', 'Description') values (?, ?, ?);
 [771825.227] In XMLSerializer while updating table BuildingClasses from file Assets\DLC\Expansion2\Polk USA\XML\PolkPlains.xml.
 [771825.227] no such table: Traits
 [771825.227] In Query - insert into Traits('Type', 'Description', 'ShortDescription', 'FreeBuilding') values (?, ?, ?, ?);
 [771825.227] In XMLSerializer while updating table Traits from file Assets\DLC\Expansion2\Polk USA\XML\PolkTrait.xml.
 [771825.227] no such table: Units
 [771825.227] 
 [771825.227] In XMLSerializer while updating table Units from file Assets\DLC\Expansion2\Polk USA\XML\PolkUnits.xml.
Indicate that your files are loading before the game has a chance to load the base XML files that define tables "IconTextureAtlases", "Buildings", etc. Hence the errors:
Code:
[771825.227] no such table: IconTextureAtlases
 [771825.227] no such table: Buildings
[771825.227] no such table: Civilizations
 [771825.227] no such table: Leaders
[771825.227] no such table: BuildingClasses
 [771825.227] no such table: Traits
 [771825.227] no such table: Units
You are likely getting incomplete information loaded into the game's database, which is almost certainly the root cause of the error being reported in the lua log, and the lock-up of the UI and therefore the game.

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

You also have references to CIVILATION_CARTHAGE remaining in your code, and an attempt to do this
Code:
[771840.093] column UnitType is not unique
 [771840.093] While executing - 'insert into UnitGameplay2DScripts('UnitType', 'SelectionSound', 'FirstSelectionSound') values (?, ?, ?);'
 [771840.093] In XMLSerializer while inserting row into table insert into UnitGameplay2DScripts('UnitType', 'SelectionSound', 'FirstSelectionSound') with values (UNIT_CELT_PICTISH_WARRIOR, AS2D_SELECT_SWORDSMAN, AS2D_BIRTH_SWORDSMAN, ).
 [771840.093] In XMLSerializer while updating table UnitGameplay2DScripts from file Assets\DLC\Expansion2\Polk USA\XML\PolkUnits.xml.
 [771840.093] column UnitType is not unique
Which is saying there is a repeat-attempt to add a row in table "UnitGameplay2DScripts" with a non-unique designation for the "UnitType" column: UNIT_CELT_PICTISH_WARRIOR. The game already has this information so you cannot attempt to add it a second time. This error is being encountered within file "PolkUnits.xml" and will cause the game to reject the entire contents of the file where this error occurs.

Second, by making the Settler Replacement not available until Tech Navigation you are essentially lobotomizing the civ by not making it able to create settlers until the game is half over.
 
Last edited:
Messenger to the Gods uses the following to create its effect:
Code:
	<Belief_YieldChangeTradeRoute>
		<Row>
			<BeliefType>BELIEF_MESSENGER_GODS</BeliefType>
			<YieldType>YIELD_SCIENCE</YieldType>
			<Yield>2</Yield>
		</Row>
	</Belief_YieldChangeTradeRoute>
This won't be usable in creating the UA.

The Traits Schame of tables has nothing specific to cities connected to the capital. Neither of these two tables are for city-connections to the capital:
Code:
	<Table name="Trait_YieldChangesPerTradePartner">
		<Column name="TraitType" type="text" reference="Traits(Type)"/>
		<Column name="YieldType" type="text" reference="Yields(Type)"/>
		<Column name="Yield" type="integer"/>
	</Table>
	<Table name="Trait_YieldChangesIncomingTradeRoute">
		<Column name="TraitType" type="text" reference="Traits(Type)"/>
		<Column name="YieldType" type="text" reference="Yields(Type)"/>
		<Column name="Yield" type="integer"/>
	</Table>
As they are relating to trading-partner civilizations and incoming trade routes (Caravan and Cargo Ship) from other civs.
 
You will need to use the MP workaround method to convert an actual mod into a "fake" DLC in order to get this to work. Simply plopping files into the DLC folder will not work properly.

These error lines in Database.log
Code:
[771825.227] no such table: IconTextureAtlases
 [771825.227] In Query - insert into IconTextureAtlases('Atlas', 'IconSize', 'Filename', 'IconsPerRow', 'IconsPerColumn') values (?, ?, ?, ?, ?);
 [771825.227] In XMLSerializer while updating table IconTextureAtlases from file Assets\DLC\Expansion2\Polk USA\XML\PolkAtlas.xml.
 [771825.227] no such table: Buildings
[771825.227]
 [771825.227] In XMLSerializer while updating table Buildings from file Assets\DLC\Expansion2\Polk USA\XML\PolkBuildings.xml.
 [771825.227] no such table: Civilizations
 [771825.227] In Query - insert into Civilizations('Type', 'Description', 'Civilopedia', 'CivilopediaTag', 'Strategy', 'Playable', 'AIPlayable', 'ShortDescription', 'Adjective', 'DefaultPlayerColor', 'ArtDefineTag', 'ArtStyleType', 'ArtStyleSuffix', 'ArtStylePrefix', 'DerivativeCiv', 'PortraitIndex', 'IconAtlas', 'AlphaIconAtlas', 'MapImage', 'DawnOfManQuote', 'DawnOfManImage', 'DawnOfManAudio', 'SoundtrackTag') values (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?);
 [771825.227] In XMLSerializer while updating table Civilizations from file Assets\DLC\Expansion2\Polk USA\XML\PolkCivilization.xml.
 [771825.227] no such table: Leaders
 [771825.227] In Query - insert into Leaders('Type', 'Description', 'Civilopedia', 'CivilopediaTag', 'ArtDefineTag', 'VictoryCompetitiveness', 'WonderCompetitiveness', 'MinorCivCompetitiveness', 'Boldness', 'DiploBalance', 'WarmongerHate', 'WorkAgainstWillingness', 'WorkWithWillingness', 'DenounceWillingness', 'DoFWillingness', 'Loyalty', 'Neediness', 'Forgiveness', 'Chattiness', 'Meanness', 'PortraitIndex', 'IconAtlas') values (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?);
 [771825.227] In XMLSerializer while updating table Leaders from file Assets\DLC\Expansion2\Polk USA\XML\PolkLeader.xml.
 [771825.227] no such table: BuildingClasses
 [771825.227] In Query - insert into BuildingClasses('Type', 'DefaultBuilding', 'Description') values (?, ?, ?);
 [771825.227] In XMLSerializer while updating table BuildingClasses from file Assets\DLC\Expansion2\Polk USA\XML\PolkPlains.xml.
 [771825.227] no such table: Traits
 [771825.227] In Query - insert into Traits('Type', 'Description', 'ShortDescription', 'FreeBuilding') values (?, ?, ?, ?);
 [771825.227] In XMLSerializer while updating table Traits from file Assets\DLC\Expansion2\Polk USA\XML\PolkTrait.xml.
 [771825.227] no such table: Units
 [771825.227]
 [771825.227] In XMLSerializer while updating table Units from file Assets\DLC\Expansion2\Polk USA\XML\PolkUnits.xml.
Indicate that your files are loading before the game has a chance to load the base XML files that define tables "IconTextureAtlases", "Buildings", etc. Hence the errors:
Code:
[771825.227] no such table: IconTextureAtlases
 [771825.227] no such table: Buildings
[771825.227] no such table: Civilizations
 [771825.227] no such table: Leaders
[771825.227] no such table: BuildingClasses
 [771825.227] no such table: Traits
 [771825.227] no such table: Units
You are likely getting incomplete information loaded into the game's database, which is almost certainly the root cause of the error being reported in the lua log, and the lock-up of the UI and therefore the game.

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

You also have references to CIVILATION_CARTHAGE remaining in your code, and an attempt to do this
Code:
[771840.093] column UnitType is not unique
 [771840.093] While executing - 'insert into UnitGameplay2DScripts('UnitType', 'SelectionSound', 'FirstSelectionSound') values (?, ?, ?);'
 [771840.093] In XMLSerializer while inserting row into table insert into UnitGameplay2DScripts('UnitType', 'SelectionSound', 'FirstSelectionSound') with values (UNIT_CELT_PICTISH_WARRIOR, AS2D_SELECT_SWORDSMAN, AS2D_BIRTH_SWORDSMAN, ).
 [771840.093] In XMLSerializer while updating table UnitGameplay2DScripts from file Assets\DLC\Expansion2\Polk USA\XML\PolkUnits.xml.
 [771840.093] column UnitType is not unique
Which is saying there is a repeat-attempt to add a row in table "UnitGameplay2DScripts" with a non-unique designation for the "UnitType" column: UNIT_CELT_PICTISH_WARRIOR. The game already has this information so you cannot attempt to add it a second time. This error is being encountered within file "PolkUnits.xml" and will cause the game to reject the entire contents of the file where this error occurs.

Second, by making the Settler Replacement not available until Tech Navigation you are essentially lobotomizing the civ by not making it able to create settlers until the game is half over.

Thank you for taking the time to reply. There's a lot to go over, but I appreciate your help. I know you submitted multiple replies, I'll do my best to address those issues you brought up. The coding for this is incredibly sloppy. I'm doing my best to tidy it up, I feel bad asking for help and having this many careless errors in my files. I'm browsing the MPPatch and MPMPM pages on the forum in order to change the way my files are added to the database.

I also wanted to try and clarify a little. My original intention was to have the Wagon Train be an upgraded settler for this civ. My coding is just garbage though. Because I'm not entirely sure how to add an entirely separate unit, I'll add a base settler to my Units.xml and set the obsolete tech to Navigation and then have the Wagon Train be available after that point with the added benefits I had hoped for. If you think this might be bad coding or you have an alternative suggestion to this, please let me know. I'll plug away through the night and try my best to correct the issues you've highlighted.

As far as the 2nd part of the UA is concerned, I'll try and browse the mod workshop in hopes that another civ has a similar feature. If not, I can always tweak my UA a little.
 
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