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A bug I found: The ship auto repair appears as a 0.0% increase in my game.
Could you give specific examples?
First of all, though, I'd like to hear if it's still true that upon Awakening, a Fallen Empire immediately gets 5 levels of every Repeatable Tech in the game, both vanilla Repeatables and Repeatables from mods, as an effect hardwired in the game's code and so impossible to disable via modding?
Or was it intended?
Had some health issues irl, hoping to be able update the mod to the new expansion that will change alot of stuff.
Did something change from 1.9>2.0, with how Tech cost scaling work, that didn't get implemented in this mod?
Only tried the new expansion for about 30 min sofar:(
being able to get the "Robot Build Speed" would be really helpfull, especially since not everyone owns the DLC
They increase in cost really quickly. So i might increase the base cost and reduce the increase per level a bit.
Also you can release your biological pops as vassals if you are a rogue servitor and give their race good traits can be nice or just fun for rp sake.
I try to have techs in categories that mach their theme, however sometimes i move them to other categories to keep a balanced amount of techs in each category. After i add new techs i like to move some old ones to more fitting categories if i can.
Yea i agree that the +25 naval cap went from sorta weak to really strong and i am going to change it.
(Actually I think there might still be a Unity Edict that gives +% NavCap, but then that's the one exception to the new rule.)