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Skill trees:
Industrialist:
1:+1/2 Industry per pop on system
Is actually +1/+1 in the game so no change...
But damn that looks like a lot of manual replacing.
I thought the ships and the skill trees would be separate files, but giving this conflict, I guess not?
I don't suppose a compatible version could be made? Or should I ask the other modmaker for the ships?
The coloured skill icons mod works.
I've got ESG and it is loaded after ESG, there must be another mod that is affecting skill trees I guess?
I place this one very high up in the list and it still seems to get overwritten.
Does the load order not affect this mod?
strange bug
https://ibb.co/t2GZShB
Empire skill calculated as Wanderlust.
It wrongs people
Yes it was my bad sorry. I thought all system perks are "Labour" for some reason.
Can you add the latest update to the "Compliation" mod?
Thank you.
Asaroenni doesn't have any labour perks, he had some in vanilla because of the standard tree which isn't in this mod.
I checked some of the others and they seemed to be fine too.
I found 3 skills with missing text (2 industrialist, 1 ecologist) and i'll release a fix.
Mod Order:
1) ESG 1.6
2) More Traits (soft mod-only affects faction creator)
3) Intuative GUI Colors (soft mod-don't think its incompatible)
4) Tat011 Mod Compliation
Bugs Are:
1) Most (if not all) heroes have wrong number of masteries calculated (Wit/Labor/Command/Wanderlust). This is misleading players when picking heroes for induvial jobs. Most specific example to this are "Asaroenni Dzulmaran" (it shows 0 labor but he has labor category perks.) Others are Karv Jeset, Ay seer Kado, Kinete Muldaur etc.
2) Some Political Trees have string issues where descption is like %HeroSkill05Branching... etc.
Changing mod order desn't help.