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For MegaCorp "On Every Corner", the mod description here says "+5 trade value", but the in-game effects text says "+3 trade value" instead. Perhaps this is a mixup with "Licensing Agreements"?
I loved it in 3.8
Helobu- I don't actively work to fix mod incompatabilities, but I'll likely be doing this when I update to 3.9.
Helobu- Cool, thank you!
Updated translation: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2999987063
Anyone know what a mod would have to change to conflict with this one? I don't even know if this counts as policy stuff, clerk stuff, leader stuff or other.
ϻ- I actually did the fix a week or so ago, but I can't remember what I did to fix the non-gestalt jobs lol. I can't even remember what changed, but I think it was related to the clerk trade bonus provided by one of the council positions
I would appreciate if youd change it around a bit,Thanks in advance!
This is bugged
Border Watch Duties: +X% hostile claim cost
Outreach Programs: +X% migration attraction
-Bunny Blender: Glad you like it!
-bizmaster The Slav: Oh cool! I'll definitely add a link in the description!
-Danny: If you're focusing on having a lot of clerks, a lot of these are OP, and some of the ethic-based policies feel useless by comparison. That's kind of by design: you'll always have at least one other option based on your ethics that you can slip into. I tried not to give any research by default, but let Xenophiles get extra society because that tech tree is, in general, not as powerful as physics or engineering. I'll look into a different way to swing the Xenophobe policy, but it probably won't be research.
With Xenophobe being useless, 2 defence armies?! Seriously?!
Especially compared to the Xenophile's 1 Society research.
Then 1 Engineering research makes more sense, as they help building defensive weapons and structures