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I couldnt even see the passive effect like increased growth working.
So something big has changed, which forces me to write a completely new mod instead of just updating a few lines of code.
As for my low-effort idea, it basically involved giving certain Techs at start, in order to justify the opportunity cost the Civic, and then on top of that a small bonus. For instance "Free Education" could give the three Techs that gives +20% to Phys/Soc/Eng output and then also give a +5% bonus to Research Speed. Likewise Defense Masters could give the Techs for Armour II and Shields II and +5% to Armour/Shield/Hull HP. Stuff like that. So a hacky but workable solution to achieve something similar to the current pre-2.2 version of your mod.
Also i just tested it, seems like i would have to rework it from the ground up.
The event that grants techs on start no longer works, so i would need to find a new way to do it.
The buildings have changed, so i can no longer give the Clone Vat at start.
Some Research has changed, like the Tech-Labs. It is now just one building, which means that the old tech i used no longer works.
And from what i could see, the passive effects also no longer work.
So maybe, just maybe i will rewrite a new V3 someday in the future. But for now? Nope.
I think I have a few ideas for a simple way, in which you could update this mod to 2.2. A functional low-effort way...
So i have no idea what has changed and what i have to adjust. Possibly just the "starting buildings" i guess, the rest could still work.
I don't see a problem with making Construction Ships cost 10% more, except that it won't have much impact since you only build a few of them anyway, whereas a science-minded player will usually spam Science Ships violently in the very early game.
An Electronics Expert Civic, that starts the empire with the Technology for T2 Radars and for T1 Combat Computers. If you think they need a little more oomph, on top of that, give them a small bonus to Survey Speed, 10% or so.
Also, I think you should be careful with giving Weapon Masters too many unlocks, those special weapons, maybe especially Plasma. I think that has a "fairly distinct feel" to it. I think maybe that's something the empire should still need to actively invent. Otherwise it sounds good.
Will have to see how it plays out, adjusting the values isnt hard.
(And I'm personally keener on Buildspeed than the others. But from a balance point of view, being able to build Robots faster is a huge benefit, so giving too much of it could be a problem.)
I have thought about buffing them, but so far i couldnt find the motivation to actually think about a decent balance for any of the civics.
Mechanist gives -5% Robot Upkeep. I think it’d be better with -10% Upkeep and -10% Build Time, or something like that. In exchange for having to build the Robots.