Native Interference Policy is missing

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Bob_the_Insane

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It is not a tech that appears.. you simply set which policies would want to enable in the policies tab...

20170215115731_1.jpg
 

Foefaller

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what are your ethos? if you're something that can have only one type of policy (like, for example, Fanatic Xenophile) you don't see the option, because you can only use one possible policy (in this case, Fanatic Xenophile's cannot use anything but passive study, so the option to switch it to Active or Unrestricted is removed)
 

The Founder

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what are your ethos? if you're something that can have only one type of policy (like, for example, Fanatic Xenophile) you don't see the option, because you can only use one possible policy (in this case, Fanatic Xenophile's cannot use anything but passive study, so the option to switch it to Active or Unrestricted is removed)
Actually you do still see them. Even if you only got one option, the game is not hiding the other options you might be able to take (in a later playthrough). It's Clausewitz engine default.

I never said it was a tech i said it is missing from the policy's tab
It could be a corrupted savegame or version missmatch. Also of course mods could cause that, especially if added after gamestart.

Loading across major versions tends to mess stuff up. We had cases back when the Warfare Policy was reworked, that a old game loaded into the new Version did not show any Warfare Policy segment.
 

The Founder

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All I can still give you is the full code from the gamefiles:
Stellaris\common\policies\00_policies.txt
Code:
interference = {

    potential = {
        has_country_flag = encountered_first_primitive
    }
   
    option = {
        name = "interference_passive"
       
        policy_flags = {
            interference_passive
        }
       
        on_enabled = {
            # custom_tooltip = "policy_allow_slavery_effect_disable"
        }
       
        valid = {
            OR = {
                is_subject_type = signatory
                NOT = {
                    has_ethic = "ethic_fanatic_xenophobe"
                }              
            }
        }
       
        pop_happiness = {
            base = 0
        }
    }
   
    option = {
        name = "interference_active"
       
        policy_flags = {
            interference_active
        }
        modifier = {}
       
        valid = {
            NOT = { is_subject_type = signatory }
            NOT = {
                has_ethic = "ethic_fanatic_xenophile"
            }
        }
       
        AI_weight = {
            modifier = {
                factor = 2
                has_valid_ai_personality = yes
                OR = {
                    has_ai_personality_behaviour = infiltrator
                    has_ai_personality_behaviour = dominator
                }
            }      
            modifier = {
                factor = 0
                has_valid_ai_personality = yes
                NOR = {
                    has_ai_personality_behaviour = infiltrator
                    has_ai_personality_behaviour = dominator
                }
            }      
        }
       
        pop_happiness = {
            base = 0
            modifier = {
                add = -0.05
                pop_has_ethic = "ethic_fanatic_xenophile"
            }          
        }
    }
    option = {
        name = "interference_full"
       
        potential = {
        }
        valid = {
            NOT = { is_subject_type = signatory }
            NOR = {
                has_ethic = "ethic_pacifist"
                has_ethic = "ethic_fanatic_pacifist"
                has_ethic = "ethic_xenophile"
                has_ethic = "ethic_fanatic_xenophile"
            }
        }
        policy_flags = {
            interference_full
        }
        modifier = {}
        AI_weight = {
            modifier = {
                factor = 3
                has_valid_ai_personality = yes
                OR = {
                    has_ai_personality_behaviour = infiltrator
                    has_ai_personality_behaviour = dominator
                }
            }      
            modifier = {
                factor = 0
                has_valid_ai_personality = yes
                NOR = {
                    has_ai_personality_behaviour = infiltrator
                    has_ai_personality_behaviour = dominator
                }
            }  
            modifier = {
                factor = 0
                OR = {
                    has_ethic = "ethic_pacifist"
                    has_ethic = "ethic_fanatic_pacifist"
                    has_ethic = "ethic_xenophile"
                    has_ethic = "ethic_fanatic_xenophile"
                }
            }
        }
       
        pop_happiness = {
            base = 0
            modifier = {
                add = -0.05
                pop_has_ethic = "ethic_xenophile"
            }
            modifier = {
                add = -0.10
                pop_has_ethic = "ethic_fanatic_xenophile"
            }
            modifier = {
                add = -0.05
                pop_has_ethic = "ethic_pacifist"
            }
            modifier = {
                add = -0.1
                pop_has_ethic = "ethic_fanatic_pacifist"
            }          
        }
    }
}
So there might be an issue when setting that flag.

And this is the event that set's the Flag:

Code:
# Primitive planet surveyed
ship_event = {
    id = action.12
    is_triggered_only = yes
    hide_window = yes
   
    trigger = {
        FROM = {
            OR = {
                AND = {
                    has_owner = yes
                    owner = { is_country_type = primitive }
                }
                has_planet_flag = stone_age_primitives
            }
        }
    }
   
    immediate = {
        owner = {
            save_event_target_as = ship_owner
            if = {
                limit = {
                    NOT = { has_country_flag = encountered_first_primitive }
                }
                set_country_flag = encountered_first_primitive
            }
        }
        FROM = {
            if = {
                limit = {
                    exists = owner
                }
                owner = {
                    establish_contact = { who = event_target:ship_owner }
                    establish_communications = event_target:ship_owner
                    save_event_target_as = primitive_civ
                }
            }
        }
        if = {
            limit = {
                exists = event_target:primitive_civ
                event_target:primitive_civ = {
                    NOT = { has_country_flag = humans_late_medieval_age }
                    OR = {
                        has_country_flag = bronze_age
                        has_country_flag = iron_age
                        has_country_flag = late_medieval_age
                        has_country_flag = renaissance_age
                        has_country_flag = steam_age
                    }
                }
            }
            owner = { country_event = { id = action.5 } }
            break = yes
        }
        if = {
            limit = {
                exists = event_target:primitive_civ
                event_target:primitive_civ = {
                    NOT = {
                        has_country_flag = humans_machine_age
                        has_country_flag = humans_early_space_age
                    }
                    OR = {
                        has_country_flag = industrial_age
                        has_country_flag = machine_age
                        has_country_flag = atomic_age
                        has_country_flag = early_space_age
                    }
                }
            }
            owner = { country_event = { id = action.6 } }
            break = yes
        }
        if = {
            limit = {
                exists = event_target:primitive_civ
                event_target:primitive_civ = { has_country_flag = humans_late_medieval_age }
            }
            owner = { country_event = { id = galactic_features.101 } }
            break = yes
        }
        if = {
            limit = {
                exists = event_target:primitive_civ
                event_target:primitive_civ = { has_country_flag = humans_machine_age }
            }
            owner = { country_event = { id = galactic_features.102 } }
            break = yes
        }
        if = {
            limit = {
                exists = event_target:primitive_civ
                event_target:primitive_civ = { has_country_flag = humans_early_space_age }
            }
            owner = { country_event = { id = galactic_features.103 } }
            break = yes
        }
    }
}
It uses the reiable "if not set already, set it now" pattern.

The only ideas I have are:
You only met Stone Age Primitives thus far.
Your gamefiles are corrupt. Do a verify game cache operation via Steam.
You never actually found one yourself. Instead you traded maps to get all teh ones you know.