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TL;DR: feel free to add me and talk about your idea, i don't have a lot of time right now but i'm motivated and that's honestly better than the other way around.
Is there a chance it will get a revival? I loved doing megacorp with this on :-)
What happens if I enable this mod in an on-going 3.0.x game?
Also thanks for updating.
potential = {
OR = {
authority = { value = auth_corporate }
civics = { value = civic_galactic_sovereign_megacorp }
}
}
This mod will be updated (purely compatibility-wise) later today, i will then playtest it for 2 weeks or so and update the balance as well as new feature changes then. I have a week of free time exactly a month from now, so worst case scenario if real life/work gets in the way i can refine and upload new features by then. In the meantime, feel free to hit me up with suggestions.
But i agree, it's a bit...boring compared to the other building, and the flavour is whacky. I'll check out how exactly this stuff works in 3.0 and then rebalance, i'm thinking maybe i can make one of the options better for biological ascension and one of them better for psionic, just as a kind of guiding point.
Oh, also, the cryto-complex should really get the extra 5% stability as well, or maybe just a flat pop growth from the building itself. Having 5 extra kinda inefficient popgrowth + amenities jobs is a hard sell vs 5 extra stability AND cheaper modification cost AND 10% habitability.
On the subject of which, either through civic, tech or just having it be standard I'd like to see medical workers give a small habitability buff. I mean these doctors with genetic engineering at their disposal, it makes sense that they can help people deal with enviromental challenges.
Once the mods are compatible again i'll have to play a bit of vanilla to get a feel for the new features, as well as with my mod enabled to maybe spot if something doesn't fit anymore. For this reason, you can expect a big content update 1-2 Weeks after nemesis released. I have held back working on some stuff in fear of the update breaking it, and i am also convinced based that there will be opportunities to expand the new cool stuff in regards to the galactic community and pop growth.
;)
By the way, if there are other minor balance changes like this you would like to see hit me up or rant about it on the Stellaris subreddit. I'm aware there are great balance mods out there, but separating it out over small mods like this ensures everyone can implement the changes they like and leave out the rest.
Maybe create a "lite" version of your mod with just the changes to Jobs/Clinics, and then a more expansive version that adds the Civic and Techs and so forth?
The next update will also contain tech and at least one additional civic to buff medical workers, so this change is definitely necessary to keep them balanced in relation to other jobs.