Need help with mod - my UA is not working

Joined
Jan 19, 2021
Messages
2
(Apologies for my username, I created this account when I was maybe 12 LOL)

I am working on a "US States as Civilizations" mod, but despite looking everywhere for advice and help and following all the guides on XML I can, my UA will just not activate.

My UA is for Alabama, and I want to be able to

1) Allow the civ to build Plantations on any river-adjacent tile

2) Give +1 Food, Gold, Faith to all plantations along with giving all Plantations +1 Hammer at Industrialization.

Here is my code:

<GameData>
<Traits>
<Row>
<Type>TRAIT_HEART_OF_DIXIE</Type>
<Description>TXT_KEY_TRAIT_HEART_OF_DIXIE</Description>
<ShortDescription>TXT_KEY_TRAIT_HEART_OF_DIXIE_SHORT</ShortDescription>
<LevelExperienceModifier>0</LevelExperienceModifier>
<GreatPeopleRateModifier>0</GreatPeopleRateModifier>
<GreatScientistRateModifier>0</GreatScientistRateModifier>
<GreatGeneralRateModifier>0</GreatGeneralRateModifier>
<GreatGeneralExtraBonus>0</GreatGeneralExtraBonus>
<GreatPersonGiftInfluence>0</GreatPersonGiftInfluence>
<MaxGlobalBuildingProductionModifier>0</MaxGlobalBuildingProductionModifier>
<MaxTeamBuildingProductionModifier>0</MaxTeamBuildingProductionModifier>
<MaxPlayerBuildingProductionModifier>0</MaxPlayerBuildingProductionModifier>
<CityUnhappinessModifier>0</CityUnhappinessModifier>
<PopulationUnhappinessModifier>0</PopulationUnhappinessModifier>
<CityStateBonusModifier>0</CityStateBonusModifier>
<CityStateFriendshipModifier>0</CityStateFriendshipModifier>
<CityStateCombatModifier>0</CityStateCombatModifier>
<LandBarbarianConversionPercent>0</LandBarbarianConversionPercent>
<LandBarbarianConversionExtraUnits>0</LandBarbarianConversionExtraUnits>
<SeaBarbarianConversionPercent>0</SeaBarbarianConversionPercent>
<LandUnitMaintenanceModifier>0</LandUnitMaintenanceModifier>
<NavalUnitMaintenanceModifier>0</NavalUnitMaintenanceModifier>
<CapitalBuildingModifier>0</CapitalBuildingModifier>
<PlotBuyCostModifier>0</PlotBuyCostModifier>
<PlotCultureCostModifier>0</PlotCultureCostModifier>
<CultureFromKills>0</CultureFromKills>
<CityCultureBonus>0</CityCultureBonus>
<CapitalThemingBonusModifier>0</CapitalThemingBonusModifier>
<PolicyCostModifier>0</PolicyCostModifier>
<CityConnectionTradeRouteChange>0</CityConnectionTradeRouteChange>
<WonderProductionModifier>0</WonderProductionModifier>
<PlunderModifier>0</PlunderModifier>
<ImprovementMaintenanceModifier>0</ImprovementMaintenanceModifier>
<GoldenAgeDurationModifier>0</GoldenAgeDurationModifier>
<GoldenAgeMoveChange>0</GoldenAgeMoveChange>
<GoldenAgeCombatModifier>0</GoldenAgeCombatModifier>
<GoldenAgeTourismModifier>0</GoldenAgeTourismModifier>
<GoldenAgeGreatArtistRateModifier>0</GoldenAgeGreatArtistRateModifier>
<GoldenAgeGreatMusicianRateModifier>0</GoldenAgeGreatMusicianRateModifier>
<GoldenAgeGreatWriterRateModifier>0</GoldenAgeGreatWriterRateModifier>
<ExtraEmbarkMoves>0</ExtraEmbarkMoves>
<NaturalWonderFirstFinderGold>0</NaturalWonderFirstFinderGold>
<NaturalWonderSubsequentFinderGold>0</NaturalWonderSubsequentFinderGold>
<NaturalWonderYieldModifier>0</NaturalWonderYieldModifier>
<NaturalWonderHappinessModifier>0</NaturalWonderHappinessModifier>
<NearbyImprovementCombatBonus>0</NearbyImprovementCombatBonus>
<NearbyImprovementBonusRange>0</NearbyImprovementBonusRange>
<CultureBuildingYieldChange>0</CultureBuildingYieldChange>
<CombatBonusVsHigherTech>0</CombatBonusVsHigherTech>
<CombatBonusVsLargerCiv>0</CombatBonusVsLargerCiv>
<RazeSpeedModifier>0</RazeSpeedModifier>
<DOFGreatPersonModifier>0</DOFGreatPersonModifier>
<LuxuryHappinessRetention>0</LuxuryHappinessRetention>
<ExtraSpies>0</ExtraSpies>
<UnresearchedTechBonusFromKills>0</UnresearchedTechBonusFromKills>
<ExtraFoundedCityTerritoryClaimRange>0</ExtraFoundedCityTerritoryClaimRange>
<FreeSocialPoliciesPerEra>0</FreeSocialPoliciesPerEra>
<NumTradeRoutesModifier>0</NumTradeRoutesModifier>
<TradeRouteResourceModifier>0</TradeRouteResourceModifier>
<UniqueLuxuryCities>0</UniqueLuxuryCities>
<UniqueLuxuryQuantity>0</UniqueLuxuryQuantity>
<WorkerSpeedModifier>0</WorkerSpeedModifier>
<AfraidMinorPerTurnInfluence>0</AfraidMinorPerTurnInfluence>
<LandTradeRouteRangeBonus>0</LandTradeRouteRangeBonus>
<TradeReligionModifier>0</TradeReligionModifier>
<TradeBuildingModifier>0</TradeBuildingModifier>
<FightWellDamaged>0</FightWellDamaged>
<MoveFriendlyWoodsAsRoad>0</MoveFriendlyWoodsAsRoad>
<FasterAlongRiver>0</FasterAlongRiver>
<FasterInHills>0</FasterInHills>
<EmbarkedAllWater>0</EmbarkedAllWater>
<EmbarkedToLandFlatCost>0</EmbarkedToLandFlatCost>
<NoHillsImprovementMaintenance>0</NoHillsImprovementMaintenance>
<TechBoostFromCapitalScienceBuildings>0</TechBoostFromCapitalScienceBuildings>
<StaysAliveZeroCities>0</StaysAliveZeroCities>
<FaithFromUnimprovedForest>0</FaithFromUnimprovedForest>
<BonusReligiousBelief>0</BonusReligiousBelief>
<AbleToAnnexCityStates>0</AbleToAnnexCityStates>
<CrossesMountainsAfterGreatGeneral>0</CrossesMountainsAfterGreatGeneral>
<MayaCalendarBonuses>0</MayaCalendarBonuses>
<NoAnnexing>0</NoAnnexing>
<TechFromCityConquer>0</TechFromCityConquer>
<UniqueLuxuryRequiresNewArea>0</UniqueLuxuryRequiresNewArea>
<RiverTradeRoad>0</RiverTradeRoad>
<AngerFreeIntrusionOfCityStates>0</AngerFreeIntrusionOfCityStates>
<FreeUnit></FreeUnit>
<FreeUnitPrereqTech></FreeUnitPrereqTech>
<CombatBonusImprovement></CombatBonusImprovement>
<FreeBuilding></FreeBuilding>
<FreeBuildingOnConquest></FreeBuildingOnConquest>
<ObsoleteTech></ObsoleteTech>
<PrereqTech></PrereqTech>
</Row>
</Traits>

<!-- Trait_ExtraYieldThresholds -->
<!-- Trait_YieldChanges -->
<!-- Trait_YieldChangesStrategicResources -->
<!-- Trait_YieldChangesNaturalWonder -->
<!-- Trait_YieldChangesPerTradePartner -->
<!-- Trait_YieldChangesIncomingTradeRoute -->
<!-- Trait_YieldModifiers -->
<!-- Trait_FreePromotions -->
<!-- Trait_FreePromotionUnitCombats -->
<!-- Trait_MovesChangeUnitCombats -->
<!-- Trait_MaintenanceModifierUnitCombats -->
<!-- Trait_Terrains -->
<!--Trait_ResourceQuantityModifiers-->
<!-- Trait_FreeResourceFirstXCities -->
<Trait_ImprovementYieldChanges>
<Row>
<TraitType>TRAIT_HEART_OF_DIXIE</TraitType>
<ImprovementType>IMPROVEMENT_PLANTATION</ImprovementType>
<YieldType>YIELD_FOOD</YieldType>
<Yield>1</Yield>
</Row>

<Row>
<TraitType>TRAIT_HEART_OF_DIXIE</TraitType>
<ImprovementType>IMPROVEMENT_PLANTATION</ImprovementType>
<YieldType>YIELD_GOLD</YieldType>
<Yield>1</Yield>
</Row>

<Row>
<TraitType>TRAIT_HEART_OF_DIXIE</TraitType>
<ImprovementType>IMPROVEMENT_PLANTATION</ImprovementType>
<YieldType>YIELD_FAITH</YieldType>
<Yield>1</Yield>
</Row>

<Improvement_TechYieldChanges>
<Row>
<ImprovementType>IMPROVEMENT_PLANTATION</ImprovementType>
<TechType>TECH_INDUSTRIALIZATION</TechType>
<YieldType>YIELD_PRODUCTION</YieldType>
<Yield>1</Yield>
</Row>
</Improvement_TechYieldChanges>
</Trait_ImprovementYieldChanges>
<!-- Trait_SpecialistYieldChanges -->
<!-- Trait_UnimprovedFeatureYieldChanges -->
<!-- Trait_NoTrain -->

<Language_en_US>
<Row Tag="TXT_KEY_TRAIT_HEART_OF_DIXIE2">
<Text>May build Plantations on any river tile. +1 [ICON_FAITH] Faith, [ICON_FOOD] Food, and [ICON_GOLD] Gold from Plantations. +1 [ICON_PRODUCTION] Production from Plantations when Industrialization is researched.</Text>
</Row>
<Row Tag="TXT_KEY_TRAIT_HEART_OF_DIXIE2_SHORT">
<Text>Heart of Dixie</Text>
</Row>
</Language_en_US>

</GameData>

What am I missing? Any advice would be greatly appreciated!
 
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