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has_building = building_institute
has_building = building_vultaum_reality_computer
has_building = building_fe_lab_1
has_building = building_fe_lab_2
I don't really see myself with a research planet without the institute so not a problem for me but maybe there is indeed a way to make it work without it.
The correct way seems to add politician jobs which turn into science director jobs. Tested this out myself and it fixed the issue:
inline_script = {
script = "jobs/politician_add"
AMOUNT = 300
}
triggered_desc = {
trigger = {
exists = owner
owner = {
is_regular_empire = yes
}
}
text = job_head_researcher_desc
}
country_scientist_cap_add = 2 # It was 1
species_leader_exp_gain = 0.25
leaders_upkeep_mult = -0.15
Btw, I have a report:
AP_colossus is missing these new vanilla modifiers:
country_war_exhaustion_mult = -0.15
ships_upkeep_mult = -0.05
Also, I have a small request, is it possible to add an scripted variable for this mod? I know you helped me out by adding a global flag but inline toggles are now the future (modular and cleaner implementation); something like ba_perks_is active = 1 should work, remember to always leave an empty space at the end of a scripted variable file.
For reference you can check my merger mod's file 00_sartek_is_active_variable,txt
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2897477187
Yes, this mod was the issue and it has now been fixed. Thanks for the feedback!
under the "potential" section, the "NOT" statement is missing, which makes the perk require itself to be shown.
There is no way to make them compatible, the other mod will overwrite the version of the Ascension Perk that I have in my mod. So as long as you are using the other mod you will only see that version of the AP. I might incorporate some version of that in my mod, but for now I am ok with how things are working.
On a second note. The mod we were testing out, takes Mastery of Nature back to base game. You'd know better than any of my group. Is there a way for it to play nice with your mod as well?