While those template files are there, and they're fine when you need them, I really dislike recommending them to people.
You say to simply "remove the bits you don't need" but the problem is that when you're new, you have absolutely no idea which columns are required and which aren't. Continued use of templates blindly doesn't ever teach you this, either.
In my opinion, the absolute best way to go about it is to reference the game's stock XML, combined with the game's Schemas at the top of said XML files. Searching the game for CIVILIZATION_AMERICA would give you everything necessary to edit America, while the Schema lets you know what else is available (and by extension, optional) for you to use.
If you want to complete a full Civ, then yes, eventually you'll need to create all the artwork. Whether you do it now or later doesn't really matter, as you can temporarily borrow the game's artwork whenever you need to have a placeholder.
I'm not sure what you mean by one "New Mod" but the game simply parses whatever code you have in the XML and translates them into SQL code so that it can alter the game's database file. This means that it doesn't really matter how your XML is structured --
provided they are syntactically correct. Whether you stuff everything single thing in one gigantic
cats.xml file or separate everything into individual files (and of course, what you choose to name them) has absolutely no bearing on how the game treats these files. All it cares about are the instructions contained within them.
Otherwise, ModBuddy is theoretically all you need to write the code for any mod. It can't make images or edit audio for you, but it's essentially a tailored text editing program meant to automate the process of packaging up your files into a mod package that the game can read. In the end, you don't even need to write code with it, as I use a different program to do so, and I only use ModBuddy for two things:
- Building the mod
- Uploading the mod to the Steam Workshop
However, it's probably easiest for the time being that you stick to ModBuddy until you figure out how it works.
For editing stuff in the game, you will generally look for
TXT_KEY_ entries. The game doesn't often store text hardcoded like that, and will typically use TXT_KEY_* entries instead, so that they can simply pull that and automatically handle different languages, if they are present.
Whenever you deal with stuff in the game, keep in mind that Civ5 absolutely
hates duplicates of
anything. If you try to define something that's already in there, the game will puke, throw an error, slap your dog, and treat that file as if it doesn't exist. Usage of
<Row> should
only be for adding
completely new items to the game.
<Update> or
<Replace> is used for things already in the game -- in your case, to change the name of Kathmandu, you would want to
Update or
Replace it.
With this, you can extend that to pretty much anything else in the game, so, yes, America and Russia can be changed to what you want to do.
Edit:
@ThorHammerz
While I find the database files invaluable for other reasons, I personally feel like the Schema files are easier to read in the XML, partially because they are ordered vertically in the XML, while they appear horizontally (and the columns are not wide enough to show the names) by default in SQLite Manager. In this case, the Database gives
too much information all at once, when all I'm interested in are the available columns.