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Some sort of system to let you smooth over the transition process would be a good feature. Maybe you could have a weaker early game version as a decree (so people need to be strategic about using it) and then a later game, more general version unlocked by something like central planning.
it turns out the issue comes from using the patch for this mod with the BETA version of tech&res
so view this as a warning that there might be some work to do on the patch for the new version
The calculations are on monthly impulses.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3420714166
@all Does anyone else have problems with law success setback?
I'll try to reproduce your problem.
The changing of production methods instantly is quite immersion breaking.
My suggestion to counter this effect is: There are three techs that reduces the effect of the malus. They should also reduce the base duration (180 days) of it. On top of that, i'm looking into, how to make it possible that you could "prepare" a pm change. Once the preparation is done, the building changes to this pm automatically without malus. You say that the early game works very well. How about locking this preparation features behind a tech?