Governor Traits providing jobs on assigned worlds.

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Pancakelord

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So, governors in 3.9 will work by
  1. Sector governors providing their level-benefits to all worlds in a sector
  2. Governors providing their trait-benefits (only) to the worlds they are assigned to. Such as the sector capital.
This opens up a small space that was too broken (with traits applying to all worlds in a sector) before: Traits that provide jobs when assigned to worlds.
Additionally, we will occasionally get governors from other empires, so governors with traits provided by civics could make their way into your empire.

E.g.
  • Governor Traits
    • Bardic entourage: Provides 1+ planetsize/5 rounded up culture worker jobs, on the world the governor has been assigned to.
    • Travelling Harem: Provides 1+ planetsize/5 rounded up servant jobs, on the world the governor has been assigned to. +5% pop growth per worked servant. (Req. Hedonism)
    • Necromancer: Adds a Necromancer job that, when worked, allows you to Force-assemble zombies, on the world the governor has been assigned to. (Req. Permanent employment)
  • Scientist Traits (potentially you could assign jobs to a world during assist-research - these could be made to "persist" e.g. for up to 5 years, by applying a planet modifier when the ship departs)
    • Field Scientist: Provides 1+ planetsize/5 rounded up "Field Scientist" jobs, weaker than normal scientists, on the world the governor has been assigned to. Their output scales up with un-used districts and rare blockers.
Just some random ideas, doubt it'll be too hard to mod in too, thoughts?
 
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Metallichydra

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There's definitely some new opportunities, but at the same time we lose the possibility of making traits like retired fleet officer (extra shipyard build speed).
 
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Pancakelord

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There's definitely some new opportunities, but at the same time we lose the possibility of making traits like retired fleet officer (extra shipyard build speed).
Very true, I suspect such modifiers will be handled via empire-wide modifiers (e.g. held by the War councillor, assigned at the "council" level).

Though I suspect it's possible to still fudge it by playing around with the below on-actions, and checking if 1 it's a governor-leader and 2 if they have been put into a sector, then forcing in a starbase modifier update, for all starbases in that sector [Root.Sector, Root = Leader per below] (its easier to do in script than to explain tbh).

Code:
# Scope: Leader (after assignment)
on_leader_assigned = {
    events = {
        envoy_events.230
    }
}


# Scope: Leader (just before unassignment)
# Fires if a leader is unassigned from their position for any reason (including being assigned elsewhere)
on_leader_unassigned = {
}

Though they might have left a sector-wide trait effect toggle (perhaps in the trait itself) in for modder compatibility. maybe.
 
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The5lacker

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Eh, "Job Generation Traits" feel like they'd walk a fine line between "Being worth a trait point instead of benefits that *aren't* reliant on Pops" and "Being absurdly busted." This feels to me like a "Can but probably Shouldn't" situation.
 

Brodosaurus

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May 3, 2023
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So, governors in 3.9 will work by
  1. Sector governors providing their level-benefits to all worlds in a sector
  2. Governors providing their trait-benefits (only) to the worlds they are assigned to. Such as the sector capital.
This opens up a small space that was too broken (with traits applying to all worlds in a sector) before: Traits that provide jobs when assigned to worlds.
Additionally, we will occasionally get governors from other empires, so governors with traits provided by civics could make their way into your empire.

[...]
I like the idea of traits giving pop jobs, but we also know that it is mostly a chore if you would like to move the governor or the governor dies - as we explored this too ;)
Having to handle the suddenly unemployed pops is more frustrating than it is worth it - when it's 1 pop it's okayish, but when it is 10 or 20 pops - it might spiral the planet into some serious issues.
So we decided against it, and instead went with just upgrading existing pop jobs by modifiers (be it percentage or flat).

But it is possible to mod it. And maybe in the future, someone on the team will find a nice solution to the problem (which would be also acceptable in terms of work hours) I mentioned above.
 
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GOLANX

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I like the idea of traits giving pop jobs, but we also know that it is mostly a chore if you would like to move the governor or the governor dies - as we explored this too ;)
Having to handle the suddenly unemployed pops is more frustrating than it is worth it - when it's 1 pop it's okayish, but when it is 10 or 20 pops - it might spiral the planet into some serious issues.
So we decided against it, and instead went with just upgrading existing pop jobs by modifiers (be it percentage or flat).

But it is possible to mod it. And maybe in the future, someone on the team will find a nice solution to the problem (which would be also acceptable in terms of work hours) I mentioned above.
I've had similar thoughts. The solution I came up with was 2 fold

  1. It creates a situation rather than immediately unemploy the pops players will have various means to delay the situation in the hopes of finding a solution but also may get a bonus to replacing buildings to make the transition smoother. The situation will also remove the jobs gradually so you don't have an instant dump of unemployed.
  2. On the creation of the situation the planet gets a modifier that reflects the situation, if the old planetary governor is made the Sector governor then the progress on the situation may be halted.
The main problem you highlighted is about a rough transition, and situations are a great way to smooth out such transitions. I hope my thoughts helped.
 
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Abdulijubjub

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I would take this over the governor traits that give flat resources. "You get one special job" would at least scale linearly as the game progresses, as opposed to the e.g. +3 alloys traits that we saw in the livestream.
 
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