[BUG] - [Unconfirmed] - Synthetic Pops won't do "Ruler" Jobs

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Kasrken Chimera

Recruit
Jan 13, 2019
1
0
I am having same problem, but, my synths from the outset have always had the best possible living standards and such, so I don't think that is the problem...I think it is just a bug in the game that needs to be fixed, not something that is constituted by the situation.
 

Devanor

Professional casual gamer
52 Badges
Jun 24, 2017
1.903
882
  • Europa Universalis IV: Golden Century
  • Surviving Mars
  • Stellaris: Nemesis
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Crusader Kings II
  • Imperator: Rome
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Federations
  • Crusader Kings III
  • Stellaris: Necroids
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Magicka 2
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Stellaris
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • A Game of Dwarves
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Impire
  • Magicka
  • Majesty 2
  • Europa Universalis IV: Res Publica
  • Sword of the Stars
I tried in the current beta version in a non-ironman game:
Having Artificlal Intelligence policy set to Outlawed or Servitude and completing Synthetic Ascension prevents Synths from working in ruler class jobs, while the policy will disappear
Having said policy set to Citizen Rights allows them to work in ruler jobs once the ascension is completed.
 

UltimateTobi

General
53 Badges
Mar 8, 2010
1.918
1.242
www.youtube.com
  • Stellaris: Nemesis
  • Cities: Skylines - Campus
  • 500k Club
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris - Path to Destruction bundle
  • Stellaris: Apocalypse
  • Stellaris: Megacorp
  • Stellaris: Federations
  • Stellaris: Leviathans Story Pack
  • Stellaris: Synthetic Dawn
  • Stellaris: Distant Stars
  • Stellaris: Ancient Relics
  • Stellaris: Humanoids Species Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Lithoids
  • Stellaris: Necroids
  • Europa Universalis IV
  • Europa Universalis 4: Emperor
  • Island Bound
  • Prison Architect: Psych Ward
  • Arsenal of Democracy
  • Europa Universalis IV: Golden Century
  • Darkest Hour
  • Hearts of Iron III
  • Cities: Skylines
  • Cities: Skylines Industries
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Cities: Skylines - Green Cities
  • Prison Architect
  • Europa Universalis IV: Rights of Man
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Pre-order
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
Hey guys,

so I have played the new patch and Megacorp for some time now and so far I am really happy with it apart from the usual performance problems that start to happen to me even earlier than before.

But aside from that I was that clever to go into an ironman game right ahead.

So I went down the sytnthetic ascension path and transformed all my pops into robots.
Now I have a lot of unemployment on my planets because synthetic pops apparently won't take "ruler" jobs.

This basically killed and even after trying to fix it still kills my whole economy.

On a sidenote: I guess that synthetic ascension got heavily nerfed since you now would have to collect food and trade it for energy since you can't force food tiles/districts to produce the needed energy.
Looking back I really can't find that much of a reason to ever go for SA again since also the bonusses for pops and leaders seem to have been heavily nerfed.

Maybe I am just really bad at the new economy mechanics. I don't know.

But back to the alleged bug.
I have checked my species rights and polices but can't manage to find a legitimate reason for my pops to behave that way.

Has anyone else encounterd that exact same behavior?
Is there a known fix for this issue?
Is this really a bug or am I just being stupid?

Any help would be much appreciated.

Thanks in advance.

EDIT: So after reading some stuff about the test branch it seems like a lot of balancing is still happening and pop output using SA is already buffed by 10% in the test branch. I couldn't find anything about the alleged bug though.
I've read you use Glavius' Ultimate AI but he hasn't touched them. So it must be a Vanilla thing.
 

Urza1234

First Lieutenant
24 Badges
Jun 28, 2016
296
24
  • Magicka
  • Stellaris: Humanoids Species Pack
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Crusader Kings III
  • Stellaris: Federations
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Magicka 2
  • Magicka: Wizard Wars Founder Wizard
I looked at the files, and the bug seems pretty obvious to me, I made a mod to fix it.

https://steamcommunity.com/sharedfiles/filedetails/?id=1624765234

If you have a save from before you fully ascended your species to Synth, please install and test this mod. Should be fully save game compatible. Let me know if it works and if it has any problems.
I dont usually play robots/synths, so I dont have any good save game candidates of my own. I did some basic console testing, I still prefer playtesting before im fully confident in a fix.

To clarify, normally the special project for Synthetic Evolution is supposed to force-change some of your Policies before it takes those options away. The vanilla files do that with your robots allows/disallowed policy, but it forgets to do that for your AI rights policy. This mod just adds the correct policy change before allowing everything else to operate as normal, so it should be very lightweight and not change the vanilla experience at all, except for fixing the problem, obviously.

Has anyone actually bug-reported this?