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Importantly, I made a slight change to utopia infrastructure to align it better with other planet changing decisions: buildings and districts will now be validated after triggering or abolishing. This prevents some issues (and exploits) that can happen with certain combinations of decisions. Note that this means your utopia districts and any contained buildings and specialisations will now be destroyed if you use the abolish decision. .
@Kedi, I've tested on 4.0.15 and things work fine for me. Things should also always be save compatible unless I change something major, in which case I'll mention it. A blank event pop-up will likely mean a corrupted event file, either from vanilla Stellaris (in which case verify file integrity) or a mod. You can get the event ID using the debugtooltip in the tilde (~) menu. Might be a vanilla event, might not. All events in this mod are trigger-only, so they should never cause spam.
@Kedi, should be fixed. I ended up just doing a pass to swap out any remaining noble/ruler job types with politicians. In 4.x they should automatically redistribute based on which specialisations you have unlocked.
Now, I've noticed a bug i think, playing as a technocracy and the Intelligence Laboratory creates a separate Science Director Job