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Rapportera problem med översättningen
I have *many* mods, but I don't think any of them change those jobs
Also for some reason all factory workers (producing consumer goods) are also pearl divers, don't know why - they should be just usual guys?
Yes, just tested it with ONLY this mod on a new game - same problems, pearl divers from food districts are no category with 0 capacity of jobs, anglers are dublicated, and factory workers are pearl divers.
I heard it could be a mod conflict so I want to rule that out first
We encountered an issue when it came to Pops not taking Angler jobs. The only other checksum changing mod we use is Better Ship Behaviors, so the issue is likely coming from this mod. It wasn't an issue a couple updates ago, but suddenly they've all left.
Thanks again for the time you put into this.
- Wilderness Army Fixies
- Living Standards, Rights & Slavery Type Fixes
- Added an dialogue option to switch your fleet's stance to raiding when invading a primitive world (must have raiding fleet stance unlocked)
You might have a mod-conflict happening, but I will investigate that
One of the effects should let me build branch offices on the planet of any regular empire i'm not at war / have a truce with. But i'm still getting blocked by the commercial pact requirement like any other empire would.