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I assume I would have to enable upgrades the "hard" way, by knowing which units, traits and buildings xml files have the requiredUpgrade as a dependency and removing that dependency from each file, to simulate a particular upgrade that was already researched.
I'm also not able to find a schema for the game's xml files that help guide mod on all the supported xml properties and attributes. Would have been a nice time-savers if the Developers had provided it.
Otherwise it should be possible to add new traits that unlock as a quest reward using the requiredUpgrade dependancy. You could use Astra Militarum's first quest as an example.
For my mod I'm designing an external system would determine what upgrades were available for each faction engaged in a war, to simulate scarcity of equipment that can occur. As the system would determine what upgrades each Faction has available, it would tell the player which mod files to change.
I'll have to see if it's simpler to do the opposite: to change the base mod files so all upgrades are available, and instead have the system instruct the player which upgrades to restrict for both the player's faction and the AI files. The system would also generate the required lines to modify with the correct xml tags already provided, so it's just a copy/paste exercise in the modded files for the players.
One limitation would be the enemy AI faction could not be the same as the player, otherwise the upgrade changes would be the same.
But you can hide the unavailable upgrades in the tech tree by adding 'visible = 0' in each individual .xml. That still requires a lot of files to be modded though. Note the AI may still be able to research these upgrades (I haven't tested that).