I hope I'm not accidentally duplicating anything here, but I've discovered that:
1) Using either Civilization_UnitClassOverrides or Civilization_BuildingClassOverrides table breaks the faction and unit/building civilopedia entries (they're completely blank)
2) This is because of changes to some of the tables that Firaxis made when transitioning to BE. While the new arrangement is slightly better designed and more logical, the legacy code in CivilopediaScreen.lua dealing with unique units and buildings was never fixed to reflect this.
It's possible to try to fix this by adding old dummy columns back to the relevant tables in SQL. However, this creates a pointless duplicate set of information, and causes other problems elsewhere.
I've attached a (slightly) modified version of CivilopediaScreen.lua that corrects this issue. All in all, a minor fix for a minor issue, but I hope it helps those with ocd about little details in their mods. :
(I wish I could do it without overriding CivilopediaScreen.lua, but it really is the most elegant way)
1) Using either Civilization_UnitClassOverrides or Civilization_BuildingClassOverrides table breaks the faction and unit/building civilopedia entries (they're completely blank)
2) This is because of changes to some of the tables that Firaxis made when transitioning to BE. While the new arrangement is slightly better designed and more logical, the legacy code in CivilopediaScreen.lua dealing with unique units and buildings was never fixed to reflect this.
It's possible to try to fix this by adding old dummy columns back to the relevant tables in SQL. However, this creates a pointless duplicate set of information, and causes other problems elsewhere.
I've attached a (slightly) modified version of CivilopediaScreen.lua that corrects this issue. All in all, a minor fix for a minor issue, but I hope it helps those with ocd about little details in their mods. :

(I wish I could do it without overriding CivilopediaScreen.lua, but it really is the most elegant way)