CutDaPops - testing reducing jobs from districts by 40-50%

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Apr 7, 2018
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I have spent a few hours converting all housing and job-spawn/trigger values from hard-coded integers in to scripted_variables that are all in one easier to read/manipulate place. The intention being to reduce the overall number of jobs in galaxies to improve performance, without massively affecting gameplay (well, if youre like me and don't particularly care for the difference between 30, 60 or 200 pops).

Feel free to test this out (link to steam workshop),
Alternatively, if you are a modder, feel free to use this to tune the number of district jobs to your liking. All of the below spoilered values can be found in the mod's scripted variables folder.

Its still work in progress as Buildings job spawns, pop output and planet-wide carry capacities have not been altered, so you may want to use a slightly lower growth setting than vanilla - or not. I will need to tune pop outputs somewhat, as with half the miners, technicians and farmers, base resources will be quite scarce right now (but some would argue that certainly food, and even energy are already too plentiful).

Changed values lists:

Code:
#### Habitat District Variables ####
#================================================
# Var    | Value |     # Original Value + Info
#================================================
#### HABITAT Housing ####
## Base Housing
@pan_habdis_var1 = 4         # planet_housing_add = 8
## Add Jobs
@pan_habdis_var2 = 1         # job_maintenance_drone_add = 2 # Is Gestalt

#### HABITAT Energy ####
## Base Housing
@pan_habdis_var3 = 2         # planet_housing_add = 3
## Add Jobs
@pan_habdis_var4 = 2         # job_technician_add = 3             # IS Norm + not Spiritualist FE
@pan_habdis_var5 = 2         # job_fe_acolyte_generator_add = 3     # IS Spiritualist FE
@pan_habdis_var6 = 2         # job_technician_drone_add = 3         # IS MI
@pan_habdis_var7 = 2         # job_technician_drone_add = 4         # IS HIVE

#### HABITAT Industrial ####
## Base Housing
@pan_habdis_var8 = 2         # planet_housing_add = 3
## Add Jobs
@pan_habdis_var9 = 1         # job_artisan_add = 1             # IS Norm
@pan_habdis_var10 = 1        # job_foundry_add = 1             # IS Norm
@pan_habdis_var11 = 2        # job_alloy_drone_add = 2         # IS HIVE
@pan_habdis_var12 = 2         # job_fabricator_add = 2         # IS MI + not Rogue Servitor
@pan_habdis_var13 = 1         # job_fabricator_add = 2         # IS MI + Rogue Servitor
@pan_habdis_var14 = 1         # job_artisan_drone_add = 1        # IS MI + Rogue Servitor
## Designation Job Changes
@pan_habdis_var15 = -1         # job_artisan_add = -1            # IS Norm + Alloy Designation (col_habitat_foundry)
@pan_habdis_var16 = 1         # job_foundry_add = 1            # IS Norm + Alloy Designation (col_habitat_foundry)
@pan_habdis_var17 = 1          # job_artisan_add = 1            # IS Norm + CG Designation (col_habitat_factory)
@pan_habdis_var18 = -1         # job_foundry_add = -1            # IS Norm + CG Designation (col_habitat_factory)
@pan_habdis_var19 = 1         # job_artisan_drone_add = 1     # IS MI   + CG Designation [RS]
@pan_habdis_var20 = -1         # job_alloy_drone_add = -1        # IS MI   + CG Designation [RS]
## Edict Effects
@pan_habdis_var21 = 1         # job_maintenance_drone_add = 1 # MI Industrial Maintenance

#### HABITAT Science ####
## Base Housing
@pan_habdis_var22 = 2         # planet_housing_add = 3
## Add Jobs
@pan_habdis_var23 = 2         # job_researcher_add = 3         # Is Norm
@pan_habdis_var24 = 2         # job_brain_drone_add = 3         # Is HIVE
@pan_habdis_var25 = 2         # job_researcher_add = 3         # Is MI

#### HABITAT Commercial ####
## Base Housing
@pan_habdis_var26 = 2         # planet_housing_add = 3
## Add Jobs
@pan_habdis_var27 = 1         # job_clerk_add = 1             # (Tradition effect) tr_prosperity_interstellar_franchising
@pan_habdis_var28 = 2         # job_clerk_add = 3             # Is Norm + Not FE Spiritualist
@pan_habdis_var29 = 2         # job_manager_add = 3             # Is FE Spiritualist

#### HABITAT Mining ####
## Base Housing
@pan_habdis_var30 = 2         # planet_housing_add = 3
## Add Jobs
@pan_habdis_var31 = 2         # job_mining_drone_add = 4         # Is HIVE
@pan_habdis_var32 = 2         # job_mining_drone_add = 3         # Is MI
@pan_habdis_var33 = 2         # job_miner_add = 3                # Is Norm + Non-Spiritualist FE
@pan_habdis_var34 = 2         # job_mining_drone_add = 3         # Is Spiritualist FE

#### HABITAT Cultural ####
## Base Housing
@pan_habdis_var35 = 2         # planet_housing_add = 3
## Adding Jobs
@pan_habdis_var36 = 1         # job_entertainer_add = 2         # Is Norm + not Warrior Culture
@pan_habdis_var37 = 1         # job_culture_worker_add = 1     # Is Norm + not Warrior Culture
@pan_habdis_var38 = 1         # job_duelist_add = 2             # Is Norm + Warrior Culture
@pan_habdis_var39 = 1         # job_culture_worker_add = 1     # Is Norm + Warrior Culture
# Is MI + Rogue Servitor
@pan_habdis_var40 = 4         # job_bio_trophy_add = 5        # [Need to consider this alongside Bio-sanctuary stats]
@pan_habdis_var41 = 1         # job_maintenance_drone_add = 1
@pan_habdis_var42 = 4         # planet_carry_cap_add = 5        # Carrying Capacity
#================================================

Code:
#### Rural (Planetary) District Variables ####
#================================================
# Var    | Value |     # Original Value + Info
#================================================
#### Rural (Planetary) Energy [Capped] ####
## Base Housing
@pan_rurdis_var1 = 1         # planet_housing_add = 2
## Civic Effects
@pan_rurdis_var2 = 1         # planet_housing_add = 1            # civic_agrarian_idyll
## Add Jobs
@pan_rurdis_var3 = 2        # job_technician_drone_add = 3         # IS HIVE
@pan_rurdis_var4 = 1         # job_technician_drone_add = 2         # IS MI
@pan_rurdis_var5 = 1        # planet_housing_add = 1             # IS MI
@pan_rurdis_var6 = 1         # job_technician_add = 2             # IS Norm + not Spiritualist FE
@pan_rurdis_var7 = 1         # job_fe_acolyte_generator_add = 2     # IS Spiritualist FE

#### Rural (Planetary) Mining [Capped] ####
## Base Housing
@pan_rurdis_var8 = 1         # planet_housing_add = 2
## Civic Effects
@pan_rurdis_var9 = 1         # planet_housing_add = 1            # civic_agrarian_idyll
## Add Jobs
@pan_rurdis_var10 = 2        # job_mining_drone_add = 3             # IS HIVE
@pan_rurdis_var11 = 1         # job_mining_drone_add = 2             # IS MI
@pan_rurdis_var12 = 1        # planet_housing_add = 1             # IS MI
@pan_rurdis_var13 = 1         # job_miner_add = 2                     # IS Norm + not Spiritualist FE
@pan_rurdis_var14 = 1         # job_fe_acolyte_mine_add = 2         # IS Spiritualist FE

#### Rural (Planetary) Farming [Capped] ####
## Base Housing
@pan_rurdis_var15 = 1         # planet_housing_add = 2
## Civic Effects
@pan_rurdis_var16 = 1         # planet_housing_add = 1            # civic_agrarian_idyll
@pan_rurdis_var17 = 1         # planet_housing_add = 1            # civic_agrarian_idyll + tech_housing_agrarian_idyll
## Add Jobs
@pan_rurdis_var18 = 2        # job_agri_drone_add = 3             # IS HIVE
@pan_rurdis_var19 = 1         # job_agri_drone_add = 2             # IS MI
@pan_rurdis_var20 = 1        # planet_housing_add = 1             # IS MI
@pan_rurdis_var21 = 1         # job_farmer_add = 2                 # IS Norm + not Spiritualist FE
@pan_rurdis_var22 = 1         # job_fe_acolyte_farm_add = 2         # IS Spiritualist FE

#### NOTE: UNCAPPED DISTRICTS ARE IDENTICAL TO CAPPED ONES, NEEDED FOR SPAWN LOGIC(I THINK) ####

#### Rural (Planetary) Energy [Uncapped - Hive / Machine Worlds] ####
## Base Housing
@pan_rurdis_var23 = @pan_rurdis_var1 # planet_housing_add = 2
## Civic Effects
@pan_rurdis_var24 = @pan_rurdis_var2 # planet_housing_add = 1            # civic_agrarian_idyll
## Add Jobs
@pan_rurdis_var25 = @pan_rurdis_var3 # job_technician_drone_add = 3        # IS HIVE
@pan_rurdis_var26 = @pan_rurdis_var4 # job_technician_drone_add = 2        # IS MI
@pan_rurdis_var27 = @pan_rurdis_var5 # planet_housing_add = 1             # IS MI
@pan_rurdis_var28 = @pan_rurdis_var6 # job_technician_add = 2             # IS Norm + not Spiritualist FE
@pan_rurdis_var29 = @pan_rurdis_var7 # job_fe_acolyte_generator_add = 2    # IS Spiritualist FE

#### Rural (Planetary) Mining [Uncapped - Hive / Machine Worlds] ####
## Base Housing
@pan_rurdis_var30 = @pan_rurdis_var8 # planet_housing_add = 2
## Civic Effects
@pan_rurdis_var31 = @pan_rurdis_var9 # planet_housing_add = 1            # civic_agrarian_idyll
## Add Jobs
@pan_rurdis_var32 = @pan_rurdis_var10 # job_mining_drone_add = 3         # IS HIVE
@pan_rurdis_var33 = @pan_rurdis_var11 # job_mining_drone_add = 2         # IS MI
@pan_rurdis_var34 = @pan_rurdis_var12 # planet_housing_add = 1             # IS MI
@pan_rurdis_var35 = @pan_rurdis_var13 # job_miner_add = 2                 # IS Norm + not Spiritualist FE
@pan_rurdis_var36 = @pan_rurdis_var14 # job_fe_acolyte_mine_add = 2     # IS Spiritualist FE

#### Rural (Planetary) Farming [Uncapped - Hive / Machine Worlds] ####
## Base Housing
@pan_rurdis_var37 = @pan_rurdis_var15 # planet_housing_add = 2
## Civic Effects
@pan_rurdis_var38 = @pan_rurdis_var16 # planet_housing_add = 1            # civic_agrarian_idyll
@pan_rurdis_var39 = @pan_rurdis_var17 # planet_housing_add = 1            # civic_agrarian_idyll + tech_housing_agrarian_idyll
## Add Jobs
@pan_rurdis_var40 = @pan_rurdis_var18 # job_agri_drone_add = 3             # IS HIVE
@pan_rurdis_var41 = @pan_rurdis_var19 # job_agri_drone_add = 2             # IS MI
@pan_rurdis_var42 = @pan_rurdis_var20 # planet_housing_add = 1             # IS MI
@pan_rurdis_var43 = @pan_rurdis_var21 # job_farmer_add = 2                 # IS Norm + not Spiritualist FE
@pan_rurdis_var44 = @pan_rurdis_var22 # job_fe_acolyte_farm_add = 2     # IS Spiritualist FE
#================================================

Code:
#### Urban (Planetary) District Variables ####
#================================================
# Var    | Value |     # Original Value + Info
#================================================
#### Normal Empire City District ####
## Base Housing
@pan_urbdis_var1 = 4         # planet_housing_add = 5
@pan_urbdis_var2 = 1         # planet_max_buildings_add = 1
## Civic Effects
@pan_urbdis_var3 = -1         # planet_housing_add = -1            # civic_agrarian_idyll
## Add Jobs
@pan_urbdis_var4 = 1        # job_clerk_add = 1                    # IS Norm
## Add extra housing
@pan_urbdis_var5 = 1        # planet_housing_add = 1            # (Tradition Effect) tr_prosperity_public_works
@pan_urbdis_var6 = 1        # planet_housing_add = 1            # T1 Housing Tech
@pan_urbdis_var7 = 1        # planet_housing_add = 1            # T2 Housing Tech + not Agrarian idyll
## Other Tradition Effects
@pan_urbdis_var8 = 1        # job_clerk_add = 1                    # tr_prosperity_interstellar_franchising

#### Hive Empire City District ####
## Base Housing
@pan_urbdis_var9 = 4         # planet_housing_add = 6
@pan_urbdis_var10 = 2         # job_maintenance_drone_add = 3
@pan_urbdis_var11 = 1         # planet_max_buildings_add = 1
## Hive World Effects
@pan_urbdis_var12 = 4        # planet_housing_add = 6
@pan_urbdis_var13 = 2        # job_maintenance_drone_add = 3
## Add extra housing
@pan_urbdis_var14 = 1        # planet_housing_add = 1            # T1 Housing Tech
@pan_urbdis_var15 = 1        # planet_housing_add = 1            # T2 Housing Tech
@pan_urbdis_var16 = 1        # job_maintenance_drone_add = 1        # T2 Housing Tech
## Other Tradition Effects
@pan_urbdis_var17 = 1        # job_clerk_add = 1                    # tr_prosperity_extended_hives

#### MI Empire City District ####
## Base Housing
@pan_urbdis_var18 = 4         # planet_housing_add = 5
@pan_urbdis_var19 = 2         # job_maintenance_drone_add = 3
@pan_urbdis_var20 = 1         # planet_max_buildings_add = 1
## Add extra housing
@pan_urbdis_var23 = 1        # planet_housing_add = 1            # T1 Housing Tech
@pan_urbdis_var24 = 1        # planet_housing_add = 1            # T2 Housing Tech
@pan_urbdis_var25 = 1        # job_maintenance_drone_add = 1        # T2 Housing Tech
## Other Tradition Effects
@pan_urbdis_var26 = 1        # job_clerk_add = 1                    # tr_prosperity_optimized_nexus

#### Planetary Industrial District ####
## Base Housing
@pan_urbdis_var27 = 2         # planet_housing_add = 2
## Add Jobs
@pan_urbdis_var28 = 1         # job_artisan_add = 1            # IS Norm
@pan_urbdis_var29 = 1         # job_foundry_add = 1            # IS Norm
@pan_urbdis_var30 = 2        # job_alloy_drone_add = 2        # IS HIVE
@pan_urbdis_var31 = 2         # job_fabricator_add = 2        # IS MI
## Designation Job Changes
@pan_urbdis_var32 = -1         # job_artisan_add = -1            # IS Norm + Alloy Designation (col_foundry)
@pan_urbdis_var33 = 1         # job_foundry_add = 1            # IS Norm + Alloy Designation (col_foundry)
@pan_urbdis_var34 = 1          # job_artisan_add = 1            # IS Norm + CG Designation (col_factory)
@pan_urbdis_var35 = -1         # job_foundry_add = -1            # IS Norm + CG Designation (col_factory)
@pan_urbdis_var36 = 1         # job_artisan_drone_add = 1     # IS MI   + CG Designation [RS]
@pan_urbdis_var37 = -1         # job_alloy_drone_add = -1        # IS MI   + CG Designation [RS]
## Edict Effects
@pan_urbdis_var38 = 1         # job_maintenance_drone_add = 1 # IS MI + industrial_maintenance edict
#================================================

Code:
#### Arcology (Ecumenopolis) District Variables ####
#================================================
# Var    | Value |     # Original Value + Info
#================================================
#### ARCOLOGY Housing ####
## Base Housing
@pan_arcdis_var1 = 8         # planet_housing_add = 15
## Add Jobs
@pan_arcdis_var2 = 6         # job_maintenance_drone_add = 9 # Gestalt maintenance drones
## Add extra housing
# Tradition Effects
@pan_arcdis_var3 = 2         # planet_housing_add = 3        # tr_prosperity_public_works
# Housing Techs
@pan_arcdis_var4 = 2         # planet_housing_add = 3         # T1 Housing Tech
@pan_arcdis_var5 = 2         # planet_housing_add = 3         # T2 Housing Tech + not agrarian idyl
@pan_arcdis_var6 = 2         # job_maintenance_drone_add = 3 # T2 Housing Tech + gestalt
## Add Clerks
@pan_arcdis_var7 = 2         # job_clerk_add = 3             # Base
## Other Tradition Effects
@pan_arcdis_var8 = 2         # job_clerk_add = 3             # Interstellar Franchising Tradition

#### ARCOLOGY Alloys ####
## Base Housing
@pan_arcdis_var9 = 4         # planet_housing_add = 10
## Add Alloy jobs
@pan_arcdis_var10 = 4         # job_fabricator_add = 6         # IS MI
@pan_arcdis_var11 = 4         # job_alloy_drone_add = 6         # IS Hive
@pan_arcdis_var12 = 4         # job_foundry_add = 6             # IS Norm
## Edict Effects
@pan_arcdis_var13 = 1         # job_maintenance_drone_add = 1 # Is MI + industrial_maintenance edict

#### ARCOLOGY Consumer Goods ####
## Base Housing
@pan_arcdis_var14 = 4         # planet_housing_add = 10
## Add CG jobs
@pan_arcdis_var15 = 4         # job_artisan_drone_add = 6     # IS MI
@pan_arcdis_var16 = 4         # job_artisan_add = 6             # IS Norm
## Edict Effects
@pan_arcdis_var17 = 1         # job_maintenance_drone_add = 1 # IS MI + industrial_maintenance edict

#### ARCOLOGY Leisure ####
## Base Housing
@pan_arcdis_var18 = 4         # planet_housing_add = 10
## Add jobs
@pan_arcdis_var19 = 2         # job_entertainer_add = 4        # IS Norm + no warrior civic
@pan_arcdis_var20 = 2         # job_culture_worker_add = 4    # IS Norm + no warrior civic
@pan_arcdis_var21 = 2         # job_duelist_add = 4            # IS Norm + warrior civic
@pan_arcdis_var22 = 2         # job_culture_worker_add = 4     # IS Norm + warrior civic
#================================================

Code:
#### Ringworld District Variables ####
#================================================
# Var    | Value |     # Original Value + Info
#================================================
#### RINGWORLD Housing ####
## Base Housing
@pan_rwdis_var1 = 12        # planet_housing_add = 25
## Add Jobs
@pan_rwdis_var2 = 1            # job_enforcer_add = 2
## Civic Effects
@pan_rwdis_var3 = -2        # planet_housing_add = -5         # Agrarian idyl
# Norm empire clerks
@pan_rwdis_var4 = 2            # job_clerk_add = 3                 # Base
## Extra Housing
@pan_rwdis_var5 = 2            # planet_housing_add = 5         # Prosperity tradition
@pan_rwdis_var6 = 2            # planet_housing_add = 5         # T1 Housing Tech
@pan_rwdis_var7 = 2            # planet_housing_add = 5         # T2 Housing Tech + not Agrarian Idyll
## Tradition Effects
@pan_rwdis_var8 = 2          # job_clerk_add = 3                 # Interstellar Franchising

#### RINGWORLD GESTALT HIVE Housing ####
## Base Housing
@pan_rwdis_var9 = 16        # planet_housing_add = 30
## Add Jobs
@pan_rwdis_var10 = 8        # job_maintenance_drone_add = 15
@pan_rwdis_var11 = 1         # job_synapse_drone_add = 2
## Extra Housing
@pan_rwdis_var12 = 2        # planet_housing_add = 5         # T1 Housing Tech
@pan_rwdis_var13 = 2        # planet_housing_add = 5         # T2 Housing Tech
@pan_rwdis_var14 = 2        # job_maintenance_drone_add = 5 # T2 Housing Tech
## Tradition Effects
@pan_rwdis_var15 = 2        # planet_housing_add = 5         # tr_prosperity_extended_hives

#### RINGWORLD GESTALT MI Housing ####
## Base Housing
@pan_rwdis_var16 = 12        # planet_housing_add = 25
## Add Jobs
@pan_rwdis_var17 = 5         # job_maintenance_drone_add = 10
@pan_rwdis_var18 = 1         # job_technician_drone_add = 2
## Extra Housing
@pan_rwdis_var19 = 2        # planet_housing_add = 5         # T1 Housing Tech
@pan_rwdis_var20 = 2        # planet_housing_add = 5         # T2 Housing Tech
@pan_rwdis_var21 = 2        # job_maintenance_drone_add = 5 # T2 Housing Tech
## Tradition Effects
@pan_rwdis_var22 = 2        # planet_housing_add = 5         # tr_prosperity_optimized_nexus

#### RINGWORLD Energy ####
## Base Housing
@pan_rwdis_var23 = 6     # planet_housing_add = 10
## Add Jobs
@pan_rwdis_var24 = 6         # job_technician_drone_add = 10    # IS MI
@pan_rwdis_var25 = 2         # planet_housing_add = 5        # IS HIVE
@pan_rwdis_var26 = 8         # job_technician_drone_add = 15    # IS HIVE
@pan_rwdis_var27 = 6         # job_technician_add = 10        # IS Norm + not Spiritualist FE
@pan_rwdis_var28 = 6         # job_technician_drone_add = 10    # IS Spiritualist FE

#### RINGWORLD Commercial ####
## Base Housing
@pan_rwdis_var29 = 6         # planet_housing_add = 10
## Add Jobs
@pan_rwdis_var30 = 2         # job_merchant_add = 2
@pan_rwdis_var31 = 4        # job_clerk_add = 6

#### RINGWORLD Science ####
## Base Housing
@pan_rwdis_var32 = 6         # planet_housing_add = 10
## Add Jobs
@pan_rwdis_var33 = 6         # job_researcher_add = 10        # IS Norm
@pan_rwdis_var34 = 6         # job_brain_drone_add = 10        # IS HIVE
@pan_rwdis_var35 = 6        # job_calculator_add = 10        # IS MI

#### RINGWORLD Farming ####
## Base Housing
@pan_rwdis_var36 = 6         # planet_housing_add = 10
## Add Jobs
@pan_rwdis_var37 = 2         # planet_housing_add = 5        # IS HIVE
@pan_rwdis_var38 = 8         # job_agri_drone_add = 15        # IS HIVE
@pan_rwdis_var39 = 6         # job_agri_drone_add = 10        # IS MI
@pan_rwdis_var40 = 6         # job_farmer_add = 10            # IS Norm + not Spiritualist FE
@pan_rwdis_var41 = 6         # job_fe_acolyte_farm_add = 10    # IS Spiritualist FE
## Civic Effects
@pan_rwdis_var42 = 2         # planet_housing_add = 5        # Agrarian idyll
@pan_rwdis_var43 = 2         # planet_housing_add = 5        # Agrarian idyll + tech_housing_agrarian_idyll

#### RINGWORLD Industrial ####
## Base Housing
@pan_rwdis_var44 = 6         # planet_housing_add = 10
## Add Jobs
@pan_rwdis_var45 = 3         # job_artisan_add = 5            # IS Norm
@pan_rwdis_var46 = 3         # job_foundry_add = 5            # IS Norm
@pan_rwdis_var47 = 6         # job_alloy_drone_add = 10        # IS HIVE
@pan_rwdis_var48 = 6         # job_fabricator_add = 10        # IS MI
@pan_rwdis_var49 = 1         # job_artisan_drone_add = 1        # IS MI + uses CGs [RS]
@pan_rwdis_var50 = -1        # job_fabricator_add = -1        # IS MI + uses CGs [RS]
## Edict Effects
@pan_rwdis_var51 = 1         # job_maintenance_drone_add = 2 # IS MI + industrial_maintenance edict
#================================================