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Mod has been updated to 2.2 edition.
I'm still working on converting some other buildings and features I had in my previous version, but the ones listed above in the description are all updated and complete.
Feel free to playtest and offer feedback and balance comments.
What do you think the game most needs at this point in terms of buildings, jobs, districts, etc? Right now, Stellaris has become kind of a jumble with a lot of planetary automation and only very few opportunities to select what to build. I'm wondering why add more buildings since there are so few spots to build them in anyway.
Also check out the new features in my "Ecology & Emergency" update at the top of the page. These changes have been in the mod for some time, but I finally got around to listing them here.
Also, added a new early game tech that unlocks a new edict - One With Nature - a very expensive one-time edict that adds +1 Ascension perk slots
"Chiv Knight"