Thx, I compared and the big difference was this section ImperiumAbility Faction Flat 1 Which was present i
Estabane3355
I did that and the game refused to launch because it said that the ability tag wasn't enuemerated. I used another techtree ability and ability requiring techs as templates, matched all the values, gave unique identifiers to both sides, and it didn't work. ImperiumAbility ImperiumAbility_Name  
So I've been really trying to get into modding in unique races, and I want to include unique tech trees and with how the new crusades trees are built the only way I can see to do that is with the addition of Custom racial abilities that cause a crash because the the values for the custom techs isn't enumerated in the xsd files. If they are added into the StatTypes.XSD file directly beside the other tech tree ability enumerations it does allow the game to be launched and the ability