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For the luxury and trade related law, it actually works, but doesn't have the intended effect for the Luxury deposit output (same issue with the strategic law from industrialists btw), I'll fix it whenever as this needs quite a few changes. The rest of the law is actually vanilla, and it doesn't work either way, I'll try to debug it and pass it to the devs or I'll change the effect, ty.
If you want to report more bugs you'd have more luck with the official amplitude discord (@`'Kuma there), I don't really use steam that much but I still accepted your invite.
In the same session I spotted the luxury bug in your other mod I noticed some weird things going on with this one aswell.
The market hero prices seem to be really random. I even got one hero for 0 dust for some reason. This really breaks the game because it's way easier to hoard heroes and combined with the federation government type, you get almost infinite overcolonization limit.
The strategic resource prices seem to do similar things from time to time where the price is just way too low compared to the amount in the market.
Another thing I noticed was the luxury related pacifist law. It didn't seem to work at all. It didn't increase my dust income from trade at all nor my luxury income.
I added you as a Steam friend if you don't mind. I would love to give more bug feedback directly instead of flooding these comment sections when I spot something. :)
In the case of LV and Rebalanced planet tiers they probably are for now, but will soon become uncompatible as I add more files and features for this mod. The G2G balance mod isn't active so activating it won't do anything, and I don't know what battle mod you're talking about (there's a bunch on the workshop...) but I plan on changing some stuff too, so probably won't be after I commit my changes.
@alex_n : I don't think they're that overpowered with the current formula, I was especially trying to help the AI but if more people feel like you I could certainly make the curve a lot steeper. Imho their main current imbalance comes from their food output, which I'm currently in the process of changing along with the planet tree and terraformation.
@gavinfoxx : They do similar things with politics, except I think mine goes further with the new effects, I also hated how a lot of laws in Aitarus' mod would benefit way too much from activating them one or a few turns, so I added ramping up effects (also to vanilla effects that would also benefit from microing). We also have different opinions on what the Pacifists should be, imho they are about hitting your opponent with other means than weapons while he took another approach, I wouldn't say one is strictly better than the other, but I like mine a lot better of course.
I also didn't forget to uncomment the no buyout tag on the portals this time, so this is fixed too.