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中文翻译:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=3151090886
It's mechanical translation,so i wish someone to make a better one.
机翻+个人理解,希望有大佬接手
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3099554269
As far as I know, mercenary enclaves shouldn't effect how often you're hired, since the AI considers hiring you the moment war starts, and disregards the cost. But, at the same time, you should be noticing more opportunities as the game goes on. So if that isn't the case, it's something I need to look at.
@darksideresident13 The mod overwrites the 'action_form_non_aggression_pact' and 'action_form_defensive_pact' strings in diplomatic_actions, which just checks if you're able to click the buttons or not. If you're a non-criminal PMC, you're not allowed to click them, which is how non-diplomatic civics work.
The commission is likely an error on my part, since I figured anything to do with 'transferring' systems occurred after my events would be fired, but that might not be the case with claims.
@7DozenEggsTTV Apologies, the mod requires MegaCorp. I completely forgot to add that to the mod page. I can probably get it working on Vanilla with a few changes, though.
tl;dr the mercenary wars and events seem to work fine without the GVP mod on. However, some events, such as the post-war commission questions seem to be a little inconsistent, while commissions don't seem to be paid to you if your employer is using the conquest war goal and you invade a planet they claimed, as it results in them occupying it instead.