Improved, semi-automated handling of species templates, less micromanagement

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Lorenerd11

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Mar 25, 2020
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This is going to be a few ideas rolled into a single thread:


Suggestion 1:
Automatic pop resettlement.

A feature allowing unemployed pops, or pops working specified jobs to get automatically resettled elsewhere. That way, your organic pops won't be stuck working a mining job on some mining colony while another colony could really use more pops to fill its scientist jobs.


Suggestion 2:
Custom job prioritization for species templates.

Allow players to customize job prioritization for specific species templates, including a toggle allowing certain species templates to force-replace other pops even if it results in unemployment, and ban certain species templates from doing certain jobs altogether.

That way, you can prevent your organic pops from filling the jobs you want handled by robots, and vice versa, prevent robots from filling the jobs you want handled by organic pops.

It would also be an easy fix for any issues caused by the AI failing to properly assign jobs.


Suggestion 3:
Automated species template modification based on job assignment and planet climate.

Automatically modify a pop based on the job it's assigned to – for example, if a robot pop is assigned to a Mining job, automatically change its species template to the one assigned to the Mining job.

Could be a feature made unlockable through a tech for robotic pops and through Bio Ascension for organic pops, with each pop consuming some amount of Society (organic) or Engineering (robotic) research while modification's ongoing.

It would be useful to include an option to manually set the "default" fallback template for pops working in jobs that don't have any templates assigned to them.



These should give players more freedom to utilize different sorts of species templates without wasting their time on micro-managing pops on every single planet.
 
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If I may piggyback slightly on your suggestion, regarding #1/2 I would reccomend that for robots (and bio empires with the right policy?) it would also respect this when deciding what is getting produced.
At the moment, you can have a world with only mining and city districts along with things like alloy foundries.... and rather than Mining bots or generalist bots, the game decides it's going to produce research bots unless you manually set the model to produce.
 
Yeah, by default robot production should definitely be based on planet designation and available jobs, rather than completely random. On top of that, we should be able to restrict some robot types from construction entirely.
 
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