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The name disappearing has to do with set_name = "legw_color_ancient_colony" in lege_events file. Its trying to make the name orange but 3.4 changed how names and localizations work so it ends up wiping it out.
You can add a # in front of the offending line to comment it out and save to stop it from happening again. So make it look like #set_name = "legw_color_ancient_colony"
and yes buildable pop controller jobs would lead to unlimited pop growth which seems bad :)
@kaufmans111 - what does not work on planetray diversity worlds? they are in no way excluded for this mod.
I researched the technology for the legendary district decision, but it has not shown up. Do I lack pre-requisites, or could it be some compatibility issue?
on paper it is always weaker, because stellaris counts the weapon strengh way more as everything else if it comes to shown military power.
I don't suppose you know any way to determine what modifiers are affecting the upgrade costs?
must be some conflict with other mods. in my whole stellaris hours i even never had more than 500k alloys and nothing ever that costs more than 50k alloys maybe :) you basically must have an multiplier for ship costs or upgrade costs somewhere. if the build new ships costs are ok (should be maxed about double the normal ships) something affects your upgrade costs.
Don't think so, no. Because the fleets with the most light ships had the most insane upgrade costs.
I.e. one of those with like, 70 destroyers had a upgrade cost of > 4 mil alloys.
The battleship fleets were fine IIRC.
I.e. 2: A fleet with like, 5 crusiers had > 1 mil alloys, but the upgrade cost, per cruiser (when I checked) was like, 220k alloys each.
I tried commenting out the modifiers that increase the ship costs and my upgrade costs are now relatively sane. (down from several million alloys for a fleet of dozens of cruisers)
Something is wierd with the upgrade costs and the ship cost modifiers...
@KiTA the shipyard pattern code technolgies make the listed ships by 15% more expensive overall (exactly as stated on the tech). if you use some of the newer (esp. advanced ones) a ship could cost twice as much in comparison. so if you have 8k ships i think thats fine ... if you only have a fleet of 8k strength, i cant help you i am afraid. beause even with patterns and advanced parts i never payed more than 10k alloy upgrade costs for fleets around 100k strength.
I have an 8k large stack of somewhat basic ships and to upgrade them to... basically the same ships (like, swap out a T3 laser for a T2 laser) it's demanding over 120,000 alloys. To build an identical stack of ships it would be around 12k alloys -- and it seems to break the calculations for the "this ship costs X, new ship costs Y, make the user pay Y-X to upgrade" thing, too.