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Thanks for the heads up, we'll try and get these fixed soon.
EDIT (because it bothered me): Just have to change "unemployment_resources_produces_mult" to "pop_civilian_bonus_workforce_mult". I did this change locally and it got me 25% more produciton through the 25% more workforce. Thinking about it, this will likely result in more than 25% increase when more percentage output modifiers are added but im not in the mood for coding atm.
Likely post-scarcity isnt the only place where this change could be done