That shouldn't be a problem with the mod regardless. If you do have any issues, report them to us so we can continue to improve the mod. Thanks for trying it out!
Having played effectively a full game over the weekend, I must say. This is the best mod I've ever downloaded for stellaris, and i've run mod lists of 200+ mods. I really hope you guys continue to update and enhance this mod, as this is probably the best I've seen stellaris in years. This feels like what 2.2 was promised to be, an overhauled planet and economy system that is better handled by the AI than the old tile system.
The AI was kind of an odd note, I wouldn't call myself a stellaris pro, but I'd say since *at least* 2.0 i've easily soared above the AI in terms of late game power. In the game I played, about 3-4 of the AI were often ranking above me in victory score. That said, they were extremely passive and just formed a bunch of federations that sit around doing nothing. The fallen empire awakened but proceeded to do nothing at all for a hundred years.
Then, the scourge attacked and things got...interesting.
The initial wave hit the galaxy a little ways from me, the AI was doing a decent job repelling it with an 80k fleet that responded quickly. The awakened empire also immediately jumped to the galaxy's defense with a 60k fleet. The scourge wasn't looking too well till wave 2 appeared ontop of them and crushed the two fleets. During this time, the AI suddenly decided was the time to start declaring war on eachother. The awakened empire also joined a federation for the duration of the crisis then left.
I decided to send my fleet + my fed fleet at the scourge to see how well I'd fare, but it turns out by the time I reached there, the entire galaxy had decended upon them and the awakened empire was cleaning house with a 300k fleet. In the end, the preythorin didn't last very long, but I feel like if I had cranked up their difficulty, things could have been very interesting.
This was definitely the best I've seen the AI handle an end game crisis.
Only real bug I noticed was it seemed a lot of buildings wouldn't unlock till I had more pops...even if i had enough pops and had upgraded the planetary capitol. Researched new buildings would show as available, but I had to wait for more pops for the usual alloy/cg/etc buildings to enable. They gave no tooltip as to why they weren't available yet.
My only sadness is that most mods aren't compatible, so I hope you guys look into overhauling other areas beyond ai and the economy eventually.