So the Odd Factory spawned on the last day of the month. A random Pop is kicked out of its job. Of course it's the Roboticist that I had even set to favorite to prevent it from going anywhere. But it did anyway because the game decided that's how it's going to be. All progress towards construction of my robot lost - on my first colony, too, and the robot was half-way built, that's kind of a big deal. Not the biggest of deals, but still.
This isn't a bug either, the event is intentionally designed like this:
Code:
immediate = {
set_planet_flag = colony_event
owner = { set_country_flag = colony_odd_factory }
random_owned_pop = { unemploy_pop = yes } # <--- There.
add_deposit = d_odd_factory
random_list = {
30 = { set_planet_flag = colony_factory_kidnap }
35 = { set_planet_flag = colony_factory_no_effect }
}
}
Well, I think I know why: To force a recalculation of the jobs and make a pop move into the job.
But that doesn't work, because the deposit is spawned ____AFTER____ the pop has already been unemployed, and if that pop is a Specialist, it can't move down anyway! So the pop just sits there, unemployed, and the factory won't actually show up in the UI until something else forces a recalculation.
But even if it did work, what's the point? To make sure that a pop definitely has a chance to randomly go *poof* immediately because I have the audacity to play without auto pause?
I would also argue that the way the factory is spawned is not designed well. Instead of spawning the factory and forcing me to close the job if I don't feel like gambling away my pops, the event should have two options - the default one we have now, and one where the factory simply never spawns to begin with.
So I conclude that literally everything about the event is more annoying than it has to be. Not sure there's any point to this thread other than me venting my frustration, but that must be one of the worst events in the game, bad design decisions from start to finish.
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