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Changing autocthon monuments is a bit of sticking point, namely as I have to ask the question, what is the impact?
For autocthon monuments, I don’t think it’s that much. What you get is more unity and society research, both of which can be gained from either holotheaters and society labs, so there’s other ways to get these resources. Okay, that’s fine, but none of the other buildings the mod changes affect resources (that much, I’ll admit, changing bureaucratic complexes really sits on the line).
But at the end of the day, there’s ways to get around the cap of one autocthon monument per world and the upgrades the autocthon monument gets are powerful enough, so I don’t think I’ll be changing autocthon monuments without a strong argument for it. The effects (in this case, resources) they give can be obtained in other ways and they have rather powerful upgrades (compared to clinics)
In the mean time, you can try changing the position of building cap removal in your load order so that the changes it makes are in effect, however, this will stop the other mod from working.
Changing the caps on buildings on the fly is, I believe, theoretically feasible, looking at other mods on the workshop. The issue is is that would require a custom menu in game... and a lot of scripting.
Ostensibly, I want to say yes, I could do it. Fact is, with my free time, I couldn't deliver it. Reworking the mod so that it adds a copy of each building as a way to deal with other mods overwriting my simple edit will take a lot more effort that I first imagined. I can't begin to estimate how much extra work it would be to do this cap changing.
THERE IS NO ESCAPE.
ONLY DEATH FROM DROWINING IN WARMACHINES.
While this mod doesn’t have the most... “refined” design document, uncapping the resource buildings is not something I’ll do, namely as it gets problematic really, really quickly. 4 of the T2 plants would double resource production, 8 would triple and 12 would quadruple. It’d lead very, very quickly to a case of runaway production.
In the end, I have to think, well, where is the line. The line is at buildings that either don’t directly affect production or in a minor way (and the bureaucratic complex really, really does sit on this line). Think of it more as a I need to fill this encumenopolis NOW, or a roleplay aid (I want a planet for my nobles). It’s not “I built an empire on 12 square feet”.
Then, your mod is with any other mod compatible. You won't believe how many modders touch these buildings (for side effects)..
The only solution I can offer is a compatibility patch with the other mod, since due to the way stellaris modding works, only one overwrite to anything vanilla is possible. While I could rename files and this mod to get around that and ensure that building cap removal loads such that it takes priority, that'd just lead to the other mod missing functionality.
It may not explicitly modify the gene clinic, it may just be modifying the file: "07_amenity_buildings".