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love your work by the way mate
The Dragon is supposed to reach out to the player faction once they've ascended, but if I ascend via this path, the Dragon pretends I don't exist, making the origin (and the 4 hours I spent working on this build) a giant waste of time.
One small change I'd like to request is that you make the Advanced Cybernetics research provide the ability to remove beneficial traits and add negative traits, in the same way that its biological equivalent Genetic Resequencing does (since you are using the genetic modification system for the cybernetic traits). At the moment you can only add cybernetics, but once you've added them to your whole species and you lose the non-modified template, you can't remove them or switch them for another, nor can you mix and match other genetic traits in order to get the points to add the advanced cybernetics you want.
Necromechanic's effect_desc says this job produces physics and engineering, but job itself produces society and engineering. Which is correct?
6: Robot pop and Cybernetics trait give Materialist Attraction.
I agree with your stance about vanilla file overwriting, but is it possible to take around or cancel out these issues?
1: On admech_jobs.txt, Stellaris 3.4 changed mechanic about amenities modifier and traits. So I am feeling it would be better to copy it.
2: On admech_jobs.txt, Stellaris 3.4 changed job weight mechanic. So I am feeling it would be better to copy it.
3: Necromechanic has low job weight (other specialists have 5 and workers have 0). I am figuring it is because
job weight modifier checks "can_be_soldier = no". (Necromancer's job weight modifier checks "species = { can_be_soldier = no }")
4: In admech_faction_names.txt, name parts (like "Adeptus Mechanicus") are hardcoded. May I ask you to change them to localization keys?