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As you say, the on_action triggers in EU4 overwrite each other so this mod will not work properly with other mods using the same two triggers. In fact, I wasn't aware of this fact when I made this mod (I ran into this issue with a mod I'd been working on later but didn't realise it'd also affect this one), so I didn't copy any of the effects of the base game either. In other words, this mod also breaks some base game stuff if you're playing (from what I can tell) with some specific nations, government reforms or faiths. Mostly minor stuff, but still.
I'll at least make the mod compatible with the base game. Moving the effects from the on_action triggers to a hidden event with a lot mean time to happen or in one of the yearly pulses would make it more compatible but would probably decrease performance, so I'm hesitant to change that.
I'll add a note in the description for the time being.
In the meantime, if you wish to change it in your local copy: you can disable the automatic cleanup by changing or removing the file in on_actions. For adding a decision, it's probably the easiest to take some existing decision from the base game as an example. I imagine it would work to have the potential set to being a player nation, always allowing the decision, setting ai_will_do to 0 and using the scripted effect in the mod files to all the nation's provinces. The wiki (along with other mods) is a good reference point for the technical details :)
I might want to remove churches later but at the start there is no reason to not have them make money.
My thinking is that drydock, training fields, and cathedral add enough value over their t1 versions that i'm okay with them using a slot. Don't really care for special manufactories (even if they cost a lot) unless I place them personally. I kinda like the naval forcelimit buildings even if I don't build them that often. Personal preference I guess.
@Peg City Fiend Yep, agreed ;)