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Btw, while reviewing this mod in my merger mod I noticed that the Detox AP "buff" might not work as intended (or if it is intended is not impactful), this is because it is using "planet_jobs_worker_(advanced resource)_produces_mult" instead of "planet_jobs_(advanced resource)_produces_mult", 4.0 now produces more advanced resources from specialists rather than workers and the perk would barely have an effect if left as it is.
Other than that I really liked the new triggered modifiers, that was neat, it feels like an Stellaris Evolved tweak without being overly complex. (To be fair they are working on simplifying it).
Honestly, my changes are completely out of touch with game balance. But it's about making the "filler" perks more interesting, not necessarily making all perks balanced. Choosing APs shouldn't feel like "Uhhh I guess I'll just take that one" whenever all the must-haves are already picked.