From Database.log:
Code:
[206620.203] table Buildings has no column named Culture
You are attempting to use a column that is only valid in Vanilla and is illegal in Gods & Kings and Brave New World. This causes the game to ignore the entire contents of file XML/Buildings/CIV5Buildings.xml within your mod. this has a cascading effect of causing a malfunction of the game's set-up menus with the exact results you are seeing. If a civilization does not have at least two unique components
successfully added into the game's database, you always get the error you are seeing in the set-up menus.
Code:
<Row>
<Type>BUILDING_AM_PALACE</Type>
<BuildingClass>BUILDINGCLASS_PALACE</BuildingClass>
<Cost>0</Cost>
<Help>TXT_KEY_BUILDING_PALACE_HELP</Help>
<Description>TXT_KEY_BUILDING_AM_PALACE</Description>
<Civilopedia>TXT_KEY_CIV5_BUILDINGS_AMPALACE_TEXT</Civilopedia>
<Strategy>TXT_KEY_BUILDING_AM_PALACE_STRATEGY</Strategy>
<ArtDefineTag>PALACE</ArtDefineTag>
<Capital>true</Capital>
<NukeImmune>true</NukeImmune>
<MinAreaSize>-1</MinAreaSize>
---> <Culture>1</Culture>
<Defense>250</Defense>
<ArtInfoCulturalVariation>true</ArtInfoCulturalVariation>
<DisplayPosition>32</DisplayPosition>
<NeverCapture>true</NeverCapture>
<IconAtlas>CIV_COLOR_ATLAS_LEGENDS</IconAtlas>
<PortraitIndex>2</PortraitIndex>
</Row>
</Buildings>
In order to add Culture to a building in G&K and BNW you need to use table <Building_YieldChanges> with a <YieldType> designation of "YIELD_CULTURE"
Also, your palace has no great work of art slot, which is standard for BNW.
Code:
<Row>
<Type>BUILDING_PALACE</Type>
<BuildingClass>BUILDINGCLASS_PALACE</BuildingClass>
<Cost>0</Cost>
<Help>TXT_KEY_BUILDING_PALACE_HELP</Help>
<Description>TXT_KEY_BUILDING_PALACE</Description>
<Civilopedia>TXT_KEY_CIV5_BUILDINGS_PALACE_TEXT</Civilopedia>
<Strategy>TXT_KEY_BUILDING_PALACE_STRATEGY</Strategy>
<ArtDefineTag>PALACE</ArtDefineTag>
<Capital>true</Capital>
<NukeImmune>true</NukeImmune>
<MinAreaSize>-1</MinAreaSize>
<Defense>250</Defense>
<ArtInfoCulturalVariation>true</ArtInfoCulturalVariation>
<DisplayPosition>32</DisplayPosition>
<GreatWorkSlotType>GREAT_WORK_SLOT_ART_ARTIFACT</GreatWorkSlotType>
<GreatWorkCount>1</GreatWorkCount>
<NeverCapture>true</NeverCapture>
<IconAtlas>BW_ATLAS_1</IconAtlas>
<PortraitIndex>19</PortraitIndex>
</Row>
----------------------------
You've forgotten to complete editing in this file: You're referring to your new leader trait once and elsewhere two existing traits
Code:
<GameData>
<Traits>
<Row>
<Type>TRAIT_NUCLEAR_FURY</Type>
<Description>TXT_KEY_TRAIT_NUCLEAR_FURY</Description>
<ShortDescription>TXT_KEY_TRAIT_NUCLEAR_FURY_SHORT</ShortDescription>
<RazeSpeedModifier>100</RazeSpeedModifier>
</Row>
</Traits>
<Trait_ResourceQuantityModifiers>
<Row>
<TraitType>TRAIT_STRATEGIC_RICHES</TraitType>
<ResourceType>RESOURCE_URANIUM</ResourceType>
<ResourceQuantityModifier>100</ResourceQuantityModifier>
</Row>
<Row>
<TraitType>TRAIT_LAND_TRADE_GOLD</TraitType>
<ResourceType>RESOURCE_ALUMINUM</ResourceType>
<ResourceQuantityModifier>100</ResourceQuantityModifier>
</Row>
</Trait_ResourceQuantityModifiers>
</GameData>
----------------------------------------
<Atlas>CIV_COLOR_ATLAS_LEGENDS</Atlas>
Every new modder uses this Atlas "name", with ensuing confusion when more than two such mods are enabled at the same time. Only one such atlas can exist at the same time within the game, so all such mods will use the first Atlas with the same name that gets added to the game's database. However if all the art dds file-names are the same, such as <Filename>CivSymbolsColorLegends256.dds</Filename>, then the final mod to load will be the one whose artwork gets used for that Atlas.
Make a more-unique name for your Atlas and DDS files.
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See this tutorial:
whoward69's what ModBuddy setting for what file types tutorial
You have a few minor mistakes in your file usages.