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About TimberApi incompatibility, please see this: https://discord.com/channels/558398674389172225/1064983064020799498/1382261408455987321 . Unfortunately there is no easy way to resolve it. You can still use the legacy version of this mod that works with TimberApi though it is less convenient.
So far I'm impressed with how it recognizes mod factions and allows importing their features, even listing them under their faction names. I'll see if this mod cleans up any of the science issues I presented above. Thanks again.
Players could choose to play multi-faction scenarios. On these maps, another faction, or even more than one, lives somewhere else on the map. Finding them could offer you more building options, as well as crops and needs. Maybe you could take control of multiple factions by fulfilling mission objectives, like during the tutorial (e.g. helping them stockpile an amount of food and water before hazard weather hits). Rescuing another faction might be a central goal in a scenario.
I'm not sure it's possible with the base game. But that seems more fun.
At the same time, implementing something like that might require some of the same coding as you've shared here. If you hid (or locked) the other faction's tech in the menu and required finding them or completing a mission to reveal/unlock it, that could rely on similar code.