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Not to mention that im not really playing Stellaris anymore. Im still waiting for major improvements towards Performance and AI. Its just not fun for me at the moment.
I think the issue was with the common/on_actions file, with the on_game_start part where the event is called. Somehow i had an issue there, so the event was never called.
The mod you linked gives the techs through one event per trait, while i use only one event overall and split it with IF conditions.
but still, thanks for asking :)
interesting to see how others solve it.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1875580839&tscn=1569857345
For now i made a Suggestion on the forum for some changes that could fix that issue
https://forum.paradoxplaza.com/forum/index.php?threads/modding-suggestion-seperating-civic-exclusivity.1201367/
I think +1 Alternative is too powerful. Rather than give them the +5% Research Speed Tech, just give them +5% Research Speed as passive. If they get the three +20% Techs, that's fine I think.
As for the Mechanist mod conflict, I can't do any file editing, because I want to make my MP mod pack public again, and so the mods in it have to work together seamlessly.
Researchers could have the 3 Techs for the Output and the +5% Research Speed Tech. As Passive they could have +1 Alternative, like Technocracy once had.
Production could have the first of the Energy and Mineral Output and the Refinery Techs. As Passive they could have cheaper Mining Stations.
But it might take a few days as i have another non-stellaris project im working on.