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I have not been able to figure out why (as an example - this is not the only tech trait that does not work) "Cannon Fodder" selected as a custom faction's trait fails to give the technology to the faction when it is played - and therefore I do not know what to do differently in a mod... Has anyone already figured this out?
(Note: I have already posted this as a bug but without a response nor a fix in the last few updates - perhaps it is more than a simple XML change?)
There is a difference between a "Starting Technology" which is given at the start of the game, and a "Technology" that is made available in the tech tree but is not unlocked automatically.
In consequence, this is not a bug.
If you want to mod Cannon fodder as a starting technology you will need to create a faction trait with the "StartingTechnologyTrait".
Some examples can be found in FactionTraits[Major].xml
Aaaaah... That makes much more sense. Thank you Pikou! I'm sure that is documented, somewhere, and I missed it. ("Read the manual??!") Is it possible to have pop-up hints for the trait types that would explain such things?
In fact, if you look at the top of a technology tooltip you will have the information.
If it is a starting tech it will show "Technology available and unlock".
If it is a technology it will show "Technology available, to unlock".
Maybe the tooltip of the technology category is not sufficient. It says "Traits which offer technologies". We might change that to "Traits which offer technologies to unlock."
Perhaps something like, "Traits which provide technologies at the start of the game" and "Traits which allow faction-specific technologies to be researched by a different faction affinity"
Hedrik
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