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By national spirits you meant national advisers? Which ones are you having the most trouble with?
For research bonuses I have a few ideas planned.
But wow that national spirit decision(s) is probably the most overpowered and broken feature I’ve seen in a mod that’s not a cheat mod. It needs heavy balancing or the axe. (AKA turn it off if you’re playing this mod).
For the research bonuses, I think Voyager (guy below me) is on the right track for using relevant force XP and political power/command power to get the bonuses. You would be using the XP gained in the field to “improve your equipment in the lab.”
Love this mod and will have it permanently in my mod list.
We've been intending to rework these decisions for sometime, however we're not quite sure where to go with these at the moment.. Might be possible that these just become disabled by default in the future, not entirely sure on that yet as they can be too powerful too quickly with little PP requirement or too useless with a high PP requirement but with a meager research boost.
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