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country_scientist_cap_add = 2 # It was 1
species_leader_exp_gain = 0.25
leaders_upkeep_mult = -0.15
Btw, I have a report:
AP_colossus is missing these new vanilla modifiers:
country_war_exhaustion_mult = -0.15
ships_upkeep_mult = -0.05
Also, I have a small request, is it possible to add an scripted variable for this mod? I know you helped me out by adding a global flag but inline toggles are now the future (modular and cleaner implementation); something like ba_perks_is active = 1 should work, remember to always leave an empty space at the end of a scripted variable file.
For reference you can check my merger mod's file 00_sartek_is_active_variable,txt
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2897477187
Yes, this mod was the issue and it has now been fixed. Thanks for the feedback!
under the "potential" section, the "NOT" statement is missing, which makes the perk require itself to be shown.
There is no way to make them compatible, the other mod will overwrite the version of the Ascension Perk that I have in my mod. So as long as you are using the other mod you will only see that version of the AP. I might incorporate some version of that in my mod, but for now I am ok with how things are working.
On a second note. The mod we were testing out, takes Mastery of Nature back to base game. You'd know better than any of my group. Is there a way for it to play nice with your mod as well?
Additional districts are nice but getting to customize your planets would be a big win for the Mastery of Nature ascension perk.