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I don´t know if this is a known issue: with the actuall "not updated to 4.x" version:" You can´t produce consumer goods or alloys (you still have your "base income"; but the output from your buildings is "0", yes, I tried it with just this mod enabled, yes I took a look if the buildings where occupied).
A flat amount or a MUCH lower percentage per priest would feel much more natural.
Is there a reason you went for the percentage instead of flat modifier?
What i liked about the flat modifier is that you never outright canceled out empire size by reaching 40 priests, but rather have to dedicate a large fraction of your total pops to priests.
This means that they scale much more linearly instead of exponentially spiking only to then cut off entirely after 40 priests.
Another issue i noticed with the new system is that it makes having other percentage modifiers like from Courier Network or Imperial Prerogative pointless because you are for sure going to have 40 priests in your empire anyway, and afaik it can't go below 0% so anything beyond 100% reduction is wasted.
It also has a drawback that at most you can have 40 priests in your entire empire before missing out on the reduction past that.
Is there a way to get the previous version that worked with flat -2 empire size per priest so that for larger empires you don't run into a cap, while also allowing you to combat the other factors like pops, systems, and districts?
Bureaucrats, Priests, Death Priests, Numistic Priests, Unifer, Preacher, Manager and Steward jobs now reduce Empire size by 2.5%
Military Academies now provide +2 Commander leader cap
How are you supposed to take over the galaxy if you can't administer more than just a dozen planets at a time?
Also i assume only the specialists priests reduce empire size, but not the ruler priests of which i forgot the name?
Either way it's actually perfect for me because i wanted a dynamic leader cap growth but the other mod i was using in my last run was a bit much to the point where you never had to take leader capacity into account at all, although i played with 1x habitable worlds on that run so that is probably a major factor why.