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Yet in spite of this, my random-generated starting Ruler got the Agenda Slave Optiizations +10% Slave output. Is that due to this mod?
But anyway, since I play it modded and I managed to edit it on my end there's no big deal. It works fine with the modifiers I added on your mod. But it's still strange since the trait it's supposed to be just for admirals in the 1st place in the common/traits folder - leader_class = { admiral }
I added these to the scripted_effects, for all three clone admiral traits:
NOT = { leader_class = ruler }
NOT = { leader_class = governor }
NOT = { leader_class = scientist }
NOT = { leader_class = general }
Now all seems to work fine.
I haven't finished verifying this mod for 3.1 but expect a comment soon.
Is the issue with the military veteran traits that they could suddenly appear on existing characters? Because they those traits fit very well on brand new characters. Maybe they could be limited to new ones instead