StartingColonyPopulation is initially set in factiondefs.xml, but it makes little sense for it not to be affected with a clever +2 custom race that starts with synthetic & allow setting it via AbilityDefs.xml. Even if that synthetic race rush buys a planetary mainframe beside their colony capitol on turn 1/0. they won't be able to start building more pop for 7 rounds at which point their planetary extractor is 3 rounds away from being finished with +1 increase pop needing 24 rounds. Granted that will be shortened somewhat after 5 rounds when their first production center comes online. But you are still looking at +1 pop around the time nonsynthetic races are done with a shipyard & pumping out a first or second colony ship while they gain around 0.1 popor more every turn.
So I tried to set StartingColonyPopulation in AbilityDefs.xml, I can't get it to take effect
<RaceTrait>
<InternalName>SyntheticLife</InternalName>
<DisplayName>SyntheticLife_Name</DisplayName>
<DisplayNameShort>SyntheticLife_ShortName</DisplayNameShort>
<Description>SyntheticLife_Desc</Description>
<IsAbility>1</IsAbility>
<Mod>
<EffectType>SyntheticLife</EffectType>
<Target>
<TargetType>Faction</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>1</Value>
</Mod>
<Mod>
<StartingColonyPopulation>25</StartingColonyPopulation>
</Mod>
</RaceTrait>
With or without the <mod> around the startingcolonypopulationabove on abilitydefs.xml it still starts at 10 anyone else have some ideas?