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<mods>
<li>Royalty</li>
</mods>
<match Class="PatchOperationAdd">
<xpath>/Defs/MeditationFocusDef[defName="Natural"]/requiredBackstoriesAny</xpath>
<value>
<li>
<categoryName>ExiledHiveBackstoryWorker</categoryName>
<slot>Childhood</slot>
</li>
<li>
<categoryName>HiveExiledBackstorySoldier</categoryName>
<slot>Childhood</slot>
</li>
<li>
<categoryName>ExiledHiveBackstoryPrince</categoryName>
<slot>Childhood</slot>
</li>
<li>
<categoryName>HiveBackstoryWorker</categoryName>
<slot>Childhood</slot>
</li>
<li>
<categoryName>HiveBackstoriesSoldier</categoryName>
<slot>Childhood</slot>
</li>
<li>
<categoryName>HiveBackstoryPrince</categoryName>
<slot>Childhood</slot>
</li>
<li>
<categoryName>HiveBackstoriesQueen</categoryName>
<slot>Childhood</slot>
</li>
</value>
</match>
</Operation>
<mods>
<li>Royalty</li>
</mods>
<match Class="PatchOperationAdd">
<xpath>/Defs/MeditationFocusDef[defName="Artistic"]/incompatibleBackstoriesAny</xpath>
<value>
<li>
<categoryName>ExiledHiveBackstoryWorker</categoryName>
<slot>Childhood</slot>
</li>
<li>
<categoryName>HiveExiledBackstorySoldier</categoryName>
<slot>Childhood</slot>
</li>
<li>
<categoryName>ExiledHiveBackstoryPrince</categoryName>
<slot>Childhood</slot>
</li>
<li>
<categoryName>HiveBackstoryWorker</categoryName>
<slot>Childhood</slot>
</li>
<li>
<categoryName>HiveBackstoriesSoldier</categoryName>
<slot>Childhood</slot>
</li>
<li>
<categoryName>HiveBackstoryPrince</categoryName>
<slot>Childhood</slot>
</li>
<li>
<categoryName>HiveBackstoriesQueen</categoryName>
<slot>Childhood</slot>
</li>
</value>
</match>
</Operation>
And for the HivePlayer to don't have <forageabilityFactor>1.7</forageabilityFactor> ? (To have the advantage of a tribe, as it has the disadvantage)
<defName>HivePlayer</defName>
<label>Hivers</label>
<description>A small colony of Hivers.</description>
<isPlayer>true</isPlayer>
<categoryTag>Tribal</categoryTag> <!-- New addition -->
<pawnSingular>hiver</pawnSingular>
<pawnsPlural>hivers</pawnsPlural>
<basicMemberKind>LostPrince</basicMemberKind>
<techLevel>Neolithic</techLevel>
<factionNameMaker>NamerFactionHiversPlayer</factionNameMaker>
<settlementNameMaker>NamerSettlementTribal</settlementNameMaker>
<allowedCultures>
<li>Corunan</li> <!-- Astropolitan? -->
</allowedCultures>
<backstoryFilters>
<li>
<categories>
<li>HiveBackstoryWorker</li>
</categories>
</li>
</backstoryFilters>
<factionIconPath>WorldIcon/HiverPlayer</factionIconPath>
<settlementTexturePath>World/WorldObjects/TribalSettlement</settlementTexturePath>
<geneticVariance>1</geneticVariance>
<forageabilityFactor>1.7</forageabilityFactor> <!-- New addition -->
<startingResearchTags>
<li>TribalStart</li>
</startingResearchTags>
<startingTechprintsResearchTags>
<li>TribalStart</li>
<li>TribalStartTechprints</li>
</startingTechprintsResearchTags>
<apparelStuffFilter>
<thingDefs>
<li>Cloth</li>
</thingDefs>
</apparelStuffFilter>
<recipePrerequisiteTags> <!-- New addition -->
<li>Tribal</li>
</recipePrerequisiteTags>
</FactionDef>
<defName>PlayerColonySynth</defName>
<label>New Synth Haven</label>
<description>A band of recently crashed synthients.</description>
<isPlayer>true</isPlayer>
<basicMemberKind>Mechanent_Villager</basicMemberKind>
<pawnSingular>synthetic</pawnSingular>
<pawnsPlural>synthetics</pawnsPlural>
<techLevel>Industrial</techLevel>
<factionNameMaker>NamerFactionSynthPlayer</factionNameMaker>
<settlementNameMaker>NamerSettlementSynthetic</settlementNameMaker>
<allowedCultures>
<li>Astropolitan</li>
</allowedCultures>
<backstoryFilters>
<li>
<categories>
<li>BackstoriesMechanent</li>
<li>BackstoriesPersona</li>
</categories>
</li>
</backstoryFilters>
<factionIconPath>WorldIcon/RobotsPlayer</factionIconPath>
<geneticVariance>1</geneticVariance>
<startingResearchTags>
<li>ClassicStart</li>
</startingResearchTags>
<startingTechprintsResearchTags>
<li>ClassicStart</li>
<li>ClassicStartTechprints</li>
</startingTechprintsResearchTags>
<apparelStuffFilter>
<thingDefs>
<li>Synthread</li>
</thingDefs>
</apparelStuffFilter>
</FactionDef>