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I couldnt even see the passive effect like increased growth working.
So something big has changed, which forces me to write a completely new mod instead of just updating a few lines of code.
As for my low-effort idea, it basically involved giving certain Techs at start, in order to justify the opportunity cost the Civic, and then on top of that a small bonus. For instance "Free Education" could give the three Techs that gives +20% to Phys/Soc/Eng output and then also give a +5% bonus to Research Speed. Likewise Defense Masters could give the Techs for Armour II and Shields II and +5% to Armour/Shield/Hull HP. Stuff like that. So a hacky but workable solution to achieve something similar to the current pre-2.2 version of your mod.
Also i just tested it, seems like i would have to rework it from the ground up.
The event that grants techs on start no longer works, so i would need to find a new way to do it.
The buildings have changed, so i can no longer give the Clone Vat at start.
Some Research has changed, like the Tech-Labs. It is now just one building, which means that the old tech i used no longer works.
And from what i could see, the passive effects also no longer work.
So maybe, just maybe i will rewrite a new V3 someday in the future. But for now? Nope.