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i don't know the modifier names offhand, but a straight implementation would be +15% all jobs, and +15% researcher output. It'd give the same effect as what this used to do
+10% Minerals, +10% Food, +10 EC, +15% Science, and +10% Unity.
However I’m reluctant to use it for 2.0, because it’d synergize hugely with the Life-Seeded Civic.
If you'd like to "train" yourself for 2.0, play HyperLane-only games, so that you get used to that shape of constraint.
But... What does your question have to do with this particular mod?
I'm keen on getting some MP started, with friends and online friends, after 2.0 Cherryh comes out, and for MP, imbalanced mods can lead to really, really bad feelings and a soured social atmosphere. Same goes for poorly documented mods. Your mod is so simple it doesn't need documentation (a screenshot or two, or just using it), but that Gulli guy? What modifiers are in the mod, what do they each do, what is the probability of each appearing, and where can they appear? I'm just like 100% #nothanks.
I had hoped for something like +30% Unity, analogous to the +30% Science, and +15% Food, analogous to the +15% to Minerals and ECs, but if you tone dow Science to, say, +20%, then it'd make sense that Unity is also at +20%.