Master list of jobs/POPs/slavery?

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Secret Master

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Even though I have several games under the test_branch under my belt, I am still not always sure what kinds of POPs can do what jobs.

Here's an example of how complicated it is:

Organic slaves can't do specialist jobs. But I have an empire right now with enslaved synths that are doing some specialist jobs. Hell, I have an enslaved synths functioning as priests at my Numa shrine.

Droids can't make alloys, but they can be entertainers. Robots can't be clerks, but can mine and grow food.

There are also things like nerve stapling that can be used in xenophile empires. You can't enslave species, but being nerve-stapled blocks some jobs.

Is there a master list somewhere that breaks this down? The wiki doesn't have one, and I'm not sure which game files to even look at.
 

Secret Master

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Synth priest. . . tech priest?

Can't be a tech priest, as it's against the law in the Imperium to have any kind of AI. So, I'm afraid...

58e3207415b3cef299eb9eebf76a239d.jpg
 

Derp

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this shit needs to be detailed in game
 

Theter

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For Robots its not that complicated :

  • Robots : Miner or Farmer
  • Droid : Everything but Rulers and Researchers and Culture Workers (But they can become Priests !)
  • Synths No AI : Everything but Rulers (So Droid + Researchers/CW)
  • Synths AI : Everything.
 
Last edited:

Wolfgang I

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Even ingame info can be confusing.
The last time I looked the flavor text suggested that battle thralls can take more jobs than chattel slaves but that does not seem to be the case.
For Robots its not that complicated :

  • Robots : Miner or Farmer
  • Droid : Everything but Rulers and Researchers and Culture Workers (But they can become Priests !)
  • Synths No AI : Everything but Rulers (So Droid + Researchers/CW)
  • Synths AI : Everything.

It is a bit more complicated because there are 3 options for AI rights.

If you outlaw AI synths and droids have the same job options as robots I think.
If you set AI to servitude synths can only take non-ruler jobs(which is not the same as no AI).

It seems you can give both droids and robots full AI rights if you have contact with an empire with synths(an FE usually)but I do not think it changes anything on the job side of things. At least droids with residence require less amenities than servitude droids though and do no require more housing(an oversight/bug I guess).
 

Theter

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I did not talk about outlaw AI on purpose because I still havent seen any point in getting it. (Except RP of course). Thus what Icalled no AI was AI servitude

Outlawing AI on droid and synths make them able on all worker jobs including techs and clerks
 

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I did not talk about outlaw AI on purpose because I still havent seen any point in getting it. (Except RP of course). Thus what Icalled no AI was AI servitude

Outlawing AI on droid and synths make them able on all worker jobs including techs and clerks
Ah that makes more sense.
I used it a few times because the bots like to take specialists jobs which causes employed specialists to become unemployed all the time.

I have not really used synths a lot myself because Contingancy triggers are bad in the current version because the Unbidden are the only crisis that works.
 
Job to POP matrix

RoverStorm

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I'll try to regurgitate what I found in the code while modding:

Brief Version:

Full Citizenship: All jobs
Residence: Also all jobs, however they are only rulers if no other possible pops can be rulers, and if they are a ruler they are typically replaced by the first "Full Citizen" pops.
Chattel Slavery: Exclusively Workers.
Domestic Slavery: Worker jobs and Entertainers. Also, "unemployed" pops auto-join servant jobs, which give amenities and use a quarter of a house instead of 3/4 of one.
Battle Thralls: Exclusively Workers. Massive priority over all other pops for soldier jobs.
Livestock: JUST cattle. Also, 0.25 housing instead of 0.75.

Robots normally don't care if they are enslaved or not when picking jobs. Robots can only be workers, Droids can also be Specialists, and Synthetics can be Rulers IF you have full AI rights. A small handful of Worker and Specialist jobs are "Complex", which is treated as one tier higher (So a complex Worker job is treated as a Specialist for considering if a mechanical pop can work there).

Also as a general rule, pops will first try to become rulers, then colonists, then soldiers, then specialists, then criminals, then workers, then clerks, then "highly unusual jobs" like "toilers" on thrall worlds.

Details:

More specifically, jobs check what is called a "job_trigger", which is different for rulers, specialists, and workers. Entertainers also have exclusive triggers (due to slavery types being able to use those two).

* Complex Jobs (For Robots in Normal Empires):
So Specialists and Worker jobs have what I will call "Normal" and "Complex" jobs. If a worker job is complex, it must be worked by a droid instead of a robot. If a specialist job is complex, it must be worked by a synthetic instead of a droid AND AI cannot be outlawed.
Otherwise Worker jobs can be worked by any robots, Specialist jobs can only be worked by Droids and Synths, and Ruler jobs can only be worked by Synthetics.

Full List of "Complex" Worker Jobs: Clerk, Technician, Prosperity Preacher (Yes. The job provided by "Gospel of the Masses" Megacorp Branch Offices that build that building).
Full List of "Complex" Specialist Jobs: Colonist, Researcher, Priest (I'm not making this up, Temple jobs), Cultural Worker.

* Requirements for "Ruler" Jobs:
Cannot be enslaved.
Cannot be in the process of being purged or assimilated.
Does NOT have the "Proles" (Syncretic Civic) or "Nerve Stapled" (genetic ascension) traits.
Does NOT have the "Mechanical" trait OR has both Synthetic Workers Tech AND Full AI Rights.
Is NOT a Bio-Trophy.

Additionally, High Priests cannot be materialist, but it doesn't have any other special robot checks. In fact, it checks for robot traits when considering how many amenities to give! The same is true of the normal Priest job, although those may be materialist.

* Requirements for "Specialist" Jobs:
Some jobs are considered "Complex", which Synthetics (not Droids) may work. They have exactly the same bio-requirements.
Cannot be enslaved.
Cannot be in the process of being purged or assimilated.
Does NOT have the "Proles" (Syncretic Civic) or "Nerve Stapled" (genetic ascension) traits.
Does NOT have the "Mechanical" trait OR is a Droid (can be "shackled", aka robot slavery?).
Is NOT a Bio-Trophy.

Additionally, Entertainers have their own, separate check, which replaces "Cannot be enslaved" with "Is Domestic Slave OR Not-Enslaved".
There is also a trigger called "Can_Take_Servant_Jobs", which only checks if the pop is a Domestic Slave or has the robot Domestic Protocols. Nothing requires this trigger, but nearly all specialist jobs have a reduced weight modifier if it's true.
Which means if a robot has Domestic Protocols, it's chances to be picked for a specialist job (except entertainer) over all other pops (that CAN take it) is reduced dramatically.

* Requirements for "Worker" Jobs:
NOT Purging, Assimilating, Bio-Trophy.
NOT BOTH: "Citizen Slavery" and livestock/matrix slavery type. (I THINK this just means they can't be Livestock or Matrix slaves).

I should also explain this: Jobs have a weight, which is a value. If a job has a higher value than another job, a pop will pick the job with the higher value. A unemployed pop is picked before a pop that already has a job, but a job with a higher value will "steal" a pop from a job with a lower one, except a job from a lower stratum CANNOT steal a pop from a higher stratum. Pops will typically fill Ruler jobs first if they can (value 1000), then Colonist jobs (200), then Soldier (100), then Criminals (5), then Workers (1), then Clerks (0.8), then "Special Jobs" (0.01). Special jobs include things like "Toilers" on Thrall Worlds.

Those values can change though, as one pop that is more qualified for a job has a higher value toward that job, and one that is less qualified has a reduced value. Specialists also have a +50% value to a job they already have, meaning a pop must be significantly more qualified than a specialist to "steal" their job. Rulers have a value multiplier of 5! Almost nothing can kick out a ruler from their job short of AMAZING traits or losing citizenship. Most specialist jobs have a -80% value if the pop has Residence Citizenship.

Also, events can change values too. A planet under martial law gives soldier jobs a multiplier of 10, meaning they are prioritized as if they were ruler jobs! But because they are the lowest stratum (meaning they can't steal specialist/ruler pops) and already have a massive value, this functionally just means martial law forces new pops to become soldiers instead of rulers or colonists.

Admins, Nobles, and High Priests have a -90% value if the pop is a resident. Those three are ALWAYS replaced by full citizens as soon as full citizen pops are available. Science Directors only have a -80%, and can therefore keep their jobs through sheer merit if they have enough traits that make them good researchers (like intelligent). Merchants/Executives have NO value penalty if they're residents, meaning they are effectively permanently a merchant until resettled, enslaved, purged, or the source of their merchant job is destroyed. It also means that when hiring a merchant, the game ignores citizenship (assuming they're not enslaved) unless all possible pops have exactly the same traits that make them good merchants. Only then does full citizenship get picked over residents for Merchant jobs.

This weight mechanic can sort of make it seem like some pops are unable to pick certain pops, but it's more likely that due to citizenship they're just not picked over Full Citizens.

I hope this helps clear up what you need to know.

EDIT: I almost forgot:

You mentioned your robots NOT being picked for alloys. This is not found anywhere in the code, so I suspect you either had robots (not droids) or Bio pops were constantly being picked for the job over the droids (which is almost guaranteed if they have the domestic protocols trait; even residence citizenship is more likely to be picked for that job than a droid with DP trait.)
I believe your robot pops have the Domestic Protocols trait, which explains your specific scenario of them refusing to be alloys workers, but they are entertainers. They CAN be alloy workers, but it's the LAST job they'll take.

EDIT2: Whoops, accidentally claimed "Enforcers" have a special check. They do not: they are normal specialist jobs.

EDIT3: Clarified how ruler job weights work.
 
Last edited:

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Residence: Also all jobs, however they are only rulers if no other possible pops can be rulers, and if they are a ruler they are typically replaced by the first "Full Citizen" pops.

That explains something weird that happened during one of my games.

I was enslaving most xenos, but due to a lack of POPs for specialist jobs, I "promoted" a race to residence. Some of them took ruler jobs in new colonies.

Later, I noticed I had unemployed rulers. I couldn't figure out why it was happening. But now I get it. Primary species POPs (full citizenship) were taking ruler jobs, leaving the residence POPs unemployed and demoting.

You mentioned your robots NOT being picked for alloys. This is not found anywhere in the code, so I suspect you either had robots (not droids) or Bio pops were constantly being picked for the job over the droids (which is almost guaranteed if they have the domestic protocols trait; even residence citizenship is more likely to be picked for that job than a droid with DP trait.)

That's probably why I never see droids in alloy jobs. Organics are always getting them first.
 

RoverStorm

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That's probably why I never see droids in alloy jobs. Organics are always getting them first.
Yep. When it boils down to it, citizen pops are prioritized over residence or robots that don't have full AI rights.
 

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Later, I noticed I had unemployed rulers. I couldn't figure out why it was happening. But now I get it. Primary species POPs (full citizenship) were taking ruler jobs, leaving the residence POPs unemployed and demoting.
It should be noted that for science directors, it is technically possible for a residence pop to keep it's ruler job even if full citizen pops are available. This is because all jobs give extra weight to pops based on "helpful" traits. If a residence pop has enough traits that make them good Science Directors and no full citizen has enough equal or better traits, it can just barely pull off being able to keep it's science director job through sheer merit. Which is kinda cool, IMO.

Merchants (and Executives) do NOT check if a pop is a resident or not, and no amount of "good" traits gives a pop the ability to replace a merchant. Meaning if a pop is a merchant, it is a merchant until the building providing the Merchant job is destroyed or they are enslaved/purged. And yes, I'll update my post with this information.

Nobles, Admins, and High Priests residents are getting chucked out the door for the first full citizen that steps foot on the planet though.
 

y1kdcb5au9rqw

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* Complex Jobs (For Robots in Normal Empires):
So Specialists and Worker jobs have what I will call "Normal" and "Complex" jobs. If a worker job is complex, it must be worked by a droid instead of a robot. If a specialist job is complex, it must be worked by a synthetic instead of a droid AND you need full AI rights.
Otherwise Worker jobs can be worked by any robots, Specialist jobs can only be worked by Droids and Synths, and Ruler jobs can only be worked by Synthetics.

This is incorrect, complex specialist jobs can also be taken by synthetics with servitude - only outlawed ai prevents them from taking the jobs.

Code:
complex_specialist_job_check_trigger = {
    specialist_job_check_trigger = yes
    hidden_trigger = {
        exists = owner
        OR = {
            NOT = { has_trait = trait_mechanical }
            AND = {
                owner = { has_technology = tech_synthetic_workers }
                owner = { NOT = { has_policy_flag = ai_outlawed } }           
            }
        }
    }
}
 

RoverStorm

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This is incorrect, complex specialist jobs can also be taken by synthetics with servitude - only outlawed ai prevents them from taking the jobs.
Huh, good catch. I misread that. Lemme go fix my post.
 

Tobasco da Gama

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A small handful of Worker and Specialist jobs are "Complex", which is treated as one tier higher (So a complex Worker job is treated as a Specialist for considering if a mechanical pop can work there).

...

Full List of "Complex" Worker Jobs: Clerk, Technician, Prosperity Preacher (Yes. The job provided by "Gospel of the Masses" Megacorp Branch Offices that build that building).
Full List of "Complex" Specialist Jobs: Colonist, Researcher, Priest (I'm not making this up, Temple jobs), Cultural Worker.

This is the stuff that's really confusing, because there's nowhere in the game that documents the distinction AFAIK. I've intuited that this is the case just by observing my planets, but it'd be really nice if the game flagged the "Complex" jobs in some visible way.
 

Secret Master

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* Requirements for "Specialist" Jobs:
Some jobs are considered "Complex", which Synthetics (not Droids) may work. They have exactly the same bio-requirements.
Cannot be enslaved.
Cannot be in the process of being purged or assimilated.
Does NOT have the "Proles" (Syncretic Civic) or "Nerve Stapled" (genetic ascension) traits.
Does NOT have the "Mechanical" trait OR is a Droid (can be "shackled", aka robot slavery?).
Is NOT a Bio-Trophy.

Okay, so explain this to me:

I nerve stapled a large portion of my drones. But they are still doing specialist jobs.

2019_01_15_1.png


Some of them are even doing research in the Brain Drone job:

2019_01_15_2.png


And being Nerve Stapled is, in fact, boosting their research output :confused:

2019_01_15_3.png


If that's WAD, then maybe I need to nerve-staple 90% of my drones and only leave a small cadre as leaders.
 

RoverStorm

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Okay, so explain this to me:

I nerve stapled a large portion of my drones. But they are still doing specialist jobs.

Some of them are even doing research in the Brain Drone job:

And being Nerve Stapled is, in fact, boosting their research output :confused:

If that's WAD, then maybe I need to nerve-staple 90% of my drones and only leave a small cadre as leaders.
I was talking about normal empire jobs. Rulers, Specialists, and Workers all have different requirements than Complex and Simple drones.

So! Allow me to be helpful again and explain what the hell is going on :D

* Requirements for Gestalt "Drone" Jobs:
Owner: is a Gestalt (Hive mind/Machine Interface)
NOT being purged
NOT enslaved (I.E. cannot be livestock or in the Matrix (which the game calls "Grid Amalgamation"))
NOT being assimilated
Is NOT a Bio-Trophy.


That's it. That's all there is to it. A few drone jobs still have weights associated with them and different traits will affect those weight for specific jobs (some drones have nothing that modifies the weight), although there does not appear to be any weights to keep a job; meaning in theory a job will be replaced by the first qualified pop to appear.

NOT!

Because repetitive testing seems to suggest pops NEVER switch jobs of their own free volition. At least not in my games. I think Paradox did this because it seems there's no weight to keep a job (fair enough, it's a hive mind), so that would cause pops to try and replace each other every single day, leaving a crapton of unemployed drones all the time. If you manually fire drones and then re-allow the building, it does still force the game to re-calculate which pops are most qualified for the jobs, though that is a LOT of micromanagement. Also: I forgot to check, but there may or may not be any penalty for moving a complex drone to a simple drone job. Complex vs Simple is just how much upkeep they need.

As for why nerve-stapled increased resource output, it reads "All job output +5%". Because Gestalt literally does not care what traits a pop has, this means you can have it work brain drone jobs and get additional science! This isn't exactly ideal since nerve stapled is inferior to intelligent for science production, but if you like a more well-rounded species, it's amazing on hive minds!