It seems that using something like this xsEffectAmount(cModifyTech, 319, cAttrAddWoodCost, 100, 1); [set wood cost for atonement to 100] will not work because the technology originally does not have a wood cost.
This does not seem to be the case if we used the trigger effect Change Technology Cost
It sees that XS code does not map directly to trigger effects, but have some middleware code that handles the transition which is sometimes buggy.
I hope the devs gives more priority to this and give us some fixes
XS scripting seems to be very useful. but is still a hit or miss for many of the functions.
Would also like to see some functions to retrieve information [like check if a certain Tech was researched], so we can easily have triggers inside the XS code