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And I believe it indeed does assign these modifiers for every empire in my game, it just cannot calculate the correct modifier?
Is there any way to check this calculation in console or whatever? Like, trigger event from console maybe?
I don't see any reason why it wouldn't work
https://pastebin.com/hxSMnmtW
On my empire which is one of the top in science there is still "Not ahead of time" modifier.
I switched to an AI empire that is Pathetic compared to me but there is the very same modifier
Am I missing something here?
https://imgur.com/a/e6e9FHu
here is that Pathetic AI.
however i think that would require a file with the same name.
if there's a mod which directly modifies research production of jobs or adds other research producing jobs, that might also cause some problems as this mod only affects vanilla jobs and does so by modifying their output by a flat value and not a percent.
I believe the formula for penalties is [((x * 100) * ((x * 100) + 1)) / 10000] and [((x^2 * 100) * ((x^2 * 100) + 1)) / 10000 * 9] for bonuses, where x is how many % ahead or behind the country is compared to the galaxy average. 15% ahead => x = 0.15.
also, this is not based on tech score.
assuming the trigger works based on amount of techs, the comparison is based on t2 and there's 50 t2 techs, if the galaxy average is 30 techs, and you have 40 techs, that counts as 20% ahead. if it's 75 techs and you have 70 techs, that counts as 10% behind. [galaxy average / t2 techs - your techs / t2 techs]
i would make it so the 30 and 40 techs example is 25% ahead, etc, but that comes with the issue where you'd get a huge bonus at the start of the game for being 3 techs ahead, and the opposite problem late game
if you can pick it in the multiplayer empire select, it's playable
All i know is it seems to break any modifier to Specialist Jobs too, like Artisans and Foundry Workers, for some weird, reason.
2. Need more info