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So for Hell Forge for example you'll get a tech roll for it eventually then you'll find it unlocks the decision for world conversion within the decision section. Hell Forge's however need a mechanicus forge world to use that decision on. The demon worlds just just use any planet.
It seems if it mainly just adds a bunch of stuff, I may give it a go and see what happens. Thanks again!
Currently need a Warhammer mod that adds in species, civics, etc, but I want them to kill some Star Wars factions too lmao.
Things i noticed: the forerunner playthrough was smooth . No issues. Your mod causes its people to ignore worker jobs. I was playing the imperium. I had to massively tweak specialist job availability for them to even consider farming, lol. Even then, there were only 26 farmers in my captial. Good for patch 3.14, Terrible for 4.0. +2 food with 4 imperium planets. Insane. Also, there are NO CIVILIAN JOBS! I get that civilian in 4.0 means unemployed but they still produce resources. Civilians, as a "job" is GONE
@Lordlandraider same with me. It's not game-breaking, so meh. But yeah, all event pics are error'd out.
In the great crusade origin, you have some researcher jobs on your capital, I think its the Scientists from the imperial palace planetary feature, because the numbers line up
Second, on the same origin, I cant really point to a specific bug but pop growth speed feels absurdly slow. 26 years after settling my first colony, with max employed gene clinics, it has a whopping 253 population, so only 153 pop growth, with pop growth techs and jobs over 26 years.
again, i cant really say *where* the bug is, because the multipliers and everything look fine, but that doesnt feel intentional
not sure if researches can be tied to civics, but would be a nice feature