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PeterPancake

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Do traits truly matter for some jobs? Is there some forced parity stuff going on? Do I need to get specifically negative traits to stop pops doing that exact job?

As a Driven Assimilator, Mechanist or Syncretic Evolution you can get early on a second species to utilize more different trait points. For the love of god why are they changing their job?

Just do some completly opposed pops and see how that fares on game starts. Sadly after a month jobs readjust and you need to do that stuff again.
Forced: +54 EC +33Min +2 Food +14 Alloy +15 Unity +81 Science
Laissez-Faire: +48 EC +31 Min +1 Food +13 Alloy +14 Unity +77 Science
Okay, some slighty rounding numbers to get that one month going. These Job Allocations were with some mods.

20190214171402_1.jpg 20190214171409_1.jpg 20190214171550_1.jpg 20190214171555_1.jpg

Just look at that without mods. I couldn't even change the behavior until year 2201. Was finally capable to swap the science jobs (i do hope they keep their jobs). The Droids are Repugnant and still focus on producing Amenities. They don't want to swap jobs.
Laissez-Faire: +31 EC +27 Min +1 Food +13 Alloy +13 Unity +68 Science

20190214173319_1.jpg 20190214173331_1.jpg 20190214173745_1.jpg

That's just gamebreaking. Why do I need other species for specialization? Clearly not working.
 

Aed

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Do traits truly matter for some jobs? Is there some forced parity stuff going on? Do I need to get specifically negative traits to stop pops doing that exact job?

As a Driven Assimilator, Mechanist or Syncretic Evolution you can get early on a second species to utilize more different trait points. For the love of god why are they changing their job?

Just do some completly opposed pops and see how that fares on game starts. Sadly after a month jobs readjust and you need to do that stuff again.
Forced: +54 EC +33Min +2 Food +14 Alloy +15 Unity +81 Science
Laissez-Faire: +48 EC +31 Min +1 Food +13 Alloy +14 Unity +77 Science
Okay, some slighty rounding numbers to get that one month going. These Job Allocations were with some mods.

View attachment 450739 View attachment 450740 View attachment 450741 View attachment 450742

Just look at that without mods. I couldn't even change the behavior until year 2201. Was finally capable to swap the science jobs (i do hope they keep their jobs). The Droids are Repugnant and still focus on producing Amenities. They don't want to swap jobs.
Laissez-Faire: +31 EC +27 Min +1 Food +13 Alloy +13 Unity +68 Science

View attachment 450743 View attachment 450744 View attachment 450745

That's just gamebreaking. Why do I need other species for specialization? Clearly not working.

Yeah traits do matter, they have weights for each job. So for example pops with Power Drills or Industrious will favour miner jobs and so on, I think there is an element of RNG to it though as well. The main problem is that this assignment process is only applied when changing strata, so pops never change jobs most of time. So if you have some Industrious pops that end up working on farms for whatever reason (RNG, no available miner jobs at the time etc), they'll just stay as Farmers even when more suitable jobs for them appear. You have to force reapply the assignment process by fiddling with the job prioritisation to get them to fill sensible jobs again. In fact if the game just periodically ran the job assignment process for all pops on a planet I bet they would match to jobs quite well, but the devs haven't done that, and it may not be a good way to do things if it becomes computationally expensive as the number of pops grow.

Honestly I don't know why Paradox are so insistent on this automatic job allocation approach. As it is it doesn't work well and completely undermines most of the pop modification mechanics. Player should be allowed to drag and drop pops where they want them, and lock pops and/or jobs categories to stop the game shuffling them when new jobs appear.
 

Kryndude

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Honestly I don't know why Paradox are so insistent on this automatic job allocation approach. As it is it doesn't work well and completely undermines most of the pop modification mechanics. Player should be allowed to drag and drop pops where they want them, and lock pops and/or jobs categories to stop the game shuffling them when new jobs appear.

This!! Please Paradox please!!!

It also causes more micro and requires more player attention, because you have to turn jobs off and back on to try and see if you can fix things and constantly keep an eye on the outliner to check if the AI hasn't screwed up and made unemployment. They really shoudl just ditch the whole auto thing.
 
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Honestly I don't know why Paradox are so insistent on this automatic job allocation approach. As it is it doesn't work well and completely undermines most of the pop modification mechanics. Player should be allowed to drag and drop pops where they want them, and lock pops and/or jobs categories to stop the game shuffling them when new jobs appear.
I´m for that too. Badly.

Just a side note: The AI would always work with "automatic" settings - so this needs to be fixed anyway. It´s not really a solution to have it done manually by me as player - if the AI messes it up anyways if it´s either an AI player - or if I would like to have it set to automatic, because I don´t want to micro and use e.g. the sector manager.
 

PeterPancake

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Yeah traits do matter, they have weights for each job. So for example pops with Power Drills or Industrious will favour miner jobs and so on, I think there is an element of RNG to it though as well. The main problem is that this assignment process is only applied when changing strata, so pops never change jobs most of time. So if you have some Industrious pops that end up working on farms for whatever reason (RNG, no available miner jobs at the time etc), they'll just stay as Farmers even when more suitable jobs for them appear. You have to force reapply the assignment process by fiddling with the job prioritisation to get them to fill sensible jobs again. In fact if the game just periodically ran the job assignment process for all pops on a planet I bet they would match to jobs quite well, but the devs haven't done that, and it may not be a good way to do things if it becomes computationally expensive as the number of pops grow.

Honestly I don't know why Paradox are so insistent on this automatic job allocation approach. As it is it doesn't work well and completely undermines most of the pop modification mechanics. Player should be allowed to drag and drop pops where they want them, and lock pops and/or jobs categories to stop the game shuffling them when new jobs appear.

The difference between picture 1+2 and 3+4 is one month to look how pops self-adjust. At game start I had a perfect and reasonable adjustment of specialization. One month gone they adjust and lost some of my economic power. Even with favorable traits for jobs pops can't stop some forced behavior.

Completly unmodded is the result of picture 5-7. Cybernetic/Mechnical pops don't want to work in complex drone jobs. I clicked on that +/- button with unemployed pops (intelligent) for a year until they finally swapped (sadly they swapped back in the next month).

There is cleary some annoying stuff. Maybe the main species has more hidden rights to jobs. Tried the Job Manager Mod and blocked one of the 2 species from doing Menial Drone and the other Complex Drone (only Alloy allowed). I do get one unemployed who should work in the Alloy Foundry and one free Farming Job.

The Job weight trait ratio is bad. No wonder people complained about the amenities thingy.