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Thanks!
I have just neglected to update the descriptions on this page in a while though, so good idea there.
Thanks you for your mod and this great update!
If my factions could get messed up - would it be ok to just use the old version?
v
-Colonial Fiefs now has a policy that allows for pops to migrate and start new vassal empires.
-Added three new "advanced" mutually-exclusive and antagonistic starting-only civics focused on the idea of cultures that specialized in different domains of knowledge. Any non-gestalt empire can start with them.
Check the change log for more detail: https://steamcommunity.com/sharedfiles/filedetails/changelog/2601883293
On that note, expect a new update later today!
Are you sure? This mod doesn't touch 00_civics.txt at all, so it shouldn't be capable of removing anything.
That said... if you are seeing GVP-added governments when using it, let me know.
-Combat Data now has a chance to improve military intel on an empire after the end of a space battle with that empire.
-Fixed an issue where mod-added branch office buildings were not useful for criminal syndicate empires. Now all branch office buildings added by this mod will give a flat +20 crime for criminal syndicates. This is balanced by legit megacorps having a better "normal" bonus.