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I don't write compatches for my mods because it's too much of a maintenance burden for me but others are welcome too.
Fair, I should have read closer.
I might try to code the idea on my own because I already have code snippets involving it, I'll read up on how to mod for this game.
AI does use most of these traditions, iirc there is maybe one AI doesn't use but it's been a long time since I did most of them that I can't remember which if any AI doesn't use.
I only reluctantly added the ability to add a reasonable amount of slots during game play, I'm certainly not going to add a universal amount to all cultures by GRs.
The housekeeping to remove shared innovations during hybridisation happens automatically and doesn't require any calculations or stripping and reapplying, though I didn't have time to implement that on the last update due to irl commitments, I have released that housekeeping update now.
RICE has an innovation for the Khuzi culture that is negative and removed by a decision so I know innovations can be removed
For a previous mod I was making for another game, I used a kind of "binary bitmap" to make a bunch of "traditions" add up to any number 1 to 255 where you have a tradition that adds 1, 2, 4, 8, ... 128.
This allows any number of traditions and can be changed at any time via the decision,
The problem with this is if two cultures hybridize they share innovations so you've have to strip it off of any hybrid culture and then reapply the right amount.
But a solution I think would be even better is to add a game rule that adds "X" amount of traditions to all cultures on the map so you don't have to worry about adding them/removing them every culture will just have more slots. And because every culture has those innovations, hybridizing is no longer an issue and you won't need the in-game decision
ouch, good luck.
Lemme know when you find out what the conflict is so others can benefit from your pain