TL;DR:
-Thank you for making this mod super modular.
-Suggestion: non-Domain Tech structure that removes Pather Cells and Decivilized condition.
-Basically the functions of CHAMELEON split into two structures.
-Pather Cell remover: demands crew and weapons. Alpha AI Core slightly increases profits (safe colony, profitable colony).
-Decivilized remover: demands crew and food. Alpha AI Core slightly increases growth rate.
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Hello! Thank you for making this mod AND for making is super modular.
I just wanted to make a suggestion: can you make a non-Domain Tech structure that can remove Pather Cells and the Decivilized market effect? I don't like turning on Domain Tech since it's jarring for me, since I like the fact that the world of Starsector constantly lives in their shadow, and having stuff that only they could've created (even if it's just mere imitation) strikes me as odd. Again, that's just my view, and that's why I thank you so much for making this modular.
For this, I suggest splitting CHAMELEON into two structures. The one that removes Pather Cells should demand crew and weaponry, and the one that removes the Decivilized modifier should demand crew and food. I have no idea what the Alpha AI Core effects should be, though. Maybe increase profits for the Pather Cells-remover structure (since a safe colony is a profitable colony) and increase growth for the Decivilized-remover structure (since players should build this first anyways on decivilized planets, thus helping small colonies grow faster on them and making them desirable to make a colony on).
That's all I have on my mind right now. Again, thank you so much for making this mod, and have a great day.