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It is funky. Obviously, they're not going to plan the direction of their game around modders, nor would I expect them to, but I'm surprised at how little consideration seems to be given to breaking mods / current features.
4.0 brings exactly what to that table? It speeds up performance, but it doesn't. It does away with pops, which is a weird system in all fairness, but it didn't. It adds new features, but also takes others away. It simplifies planets, by confusing their UI. But it definitely does screw up every mod made to date, force a complete rebuilding of a number of base game features, take a massive amount of time/energy, alienate numerous players for seemingly no reason, and destroy all the optimizations to performance and the AI the Stellaris team have been working on for years.
From my interactions / community interactions, the Stellaris team seems like cool people who care about the game. I'm honestly just really surprised and would love to know what's going on.
I also changed the required housing to remove it from 20 to 10, as that seems to be more manageable for an average player. (I personally love to build giant city planets and just unemploy all clerks so housing is rarely a worry and I often just will have 20 extra floating around, but I'm realizing that doesn't align with the average playstyle.) Hope these changes help and thanks for the feedback!
I, too feel requiring 20 free housing is a bit excessive, I'd never build that many extra city districts since that would force me to micromanage jobs to make sure more helpful production jobs are filled instead of clerks.
I dropped this mod from my active playset a while ago to try to find a better balance, taking into account that I run a VERY heavily modded game. And right now I can't test things since not all of the mods I use are 3.14 ready yet.