Since 1.1 shouldnt be that far away i dont think i will risk breaking stuff by changing wages in this mod.Around 15 for basic workers.
As a test I did a run when I basically prohibited the wage raising - sol went steadly up, but not in an insane manner.
So I think wage autoupgrade should be just disabled..
Literally 45 minutes ago Wiz posted - in 1.1 wage would go up only to compete with workers or to prevent worker leave:
The wage situation needs to be rectified sooner rather than later
If you don't already know, it's been popping up more and more recently in discussions (not just here, but steam and reddit as well, it is hitting the mainstream) that wage raising in this game is completely altruistic. If capitalists have a...forum.paradoxplaza.com
Compatability with other mods is always going to be an issue, but at the moment i dont want to maintain multiple mods because its much harder to keep track of everything. Im having enough trouble making sure that one mod has all the right files as it is. I do get that its hard to keep track of whats in the mod at this point so i will probably do a feature list when i update the mod for 1.1.I feel like decoupling fixes and tweaks would be a better idea. It is hard to see what is a tweak and what is a bug fix looking at update logs. There are also multiple mods with tweaks and fixes, like universal bug fix mod or lotus (I think it changes how AI desires peace by the way, so similar files).
Also just updated the mod to 1.06.