One problem caused by poor AI and demotion mechanic

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Kryndude

Lt. General
60 Badges
Mar 3, 2015
1.580
1.456
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Jade Dragon
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Pre-order
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Dharma
  • Stellaris: Distant Stars
  • Stellaris: Nemesis
  • Stellaris: Ancient Relics
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Lithoids
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
1.jpg


Playing as Communist robot lovers, I finished researching Droids tech and guess what?

The AI keeps promoting robots for enforcer jobs which leads to specialist unemployment.

Even if I fix it manually it'll reset the next month. I could work around it by creating more specialist jobs, but I assume that's not the intended game design.

The idea was good, but I think it needs some improvements or some minor changes to its rules.

Also, I don't understand why we can't just lock every pop onto desired jobs.

That's essentially what we do anyways using the current roundabout way until we get tired of micro and just forget about it. Just let us do it more easily.
 
Last edited:

stumason

General
91 Badges
Aug 17, 2009
2.048
2.197
  • Crusader Kings II: Reapers Due
  • Stellaris: Synthetic Dawn
  • Imperator: Rome
  • Semper Fi
  • Hearts of Iron IV: Death or Dishonor
  • 500k Club
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Stellaris: Lithoids
  • Crusader Kings II: Conclave
  • Stellaris: Federations
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Necroids
  • Stellaris: Galaxy Edition
  • Imperator: Rome Sign Up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Campus
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Ancient Relics
  • Crusader Kings II: Jade Dragon
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: By Blood Alone
  • Europa Universalis IV
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Battle for Bosporus
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: No Step Back
  • Surviving Mars
  • Stellaris: Nemesis
  • Cities: Skylines - Green Cities
  • Victoria 2
  • Crusader Kings III
  • Europa Universalis: Rome
  • Europa Universalis III Complete
  • Europa Universalis IV: Cossacks
This new system could do with some tweaking, but on the whole I like the idea of pops not shuffling between strata willy nilly - people who had a nice cushy job one day are hardly likely to go and work in Space McDonalds the next if they lost their job, they hang around looking for work they are qualified to do.

However, while we await the inevitable tweaking, there is a pretty awesome mod that may be right up your street - https://steamcommunity.com/sharedfiles/filedetails/?id=1621194834

It allows you to restrict what species can work in what strata - so in your case, you can use this mod to limit your robots to worker strata only and boom, your problem is solved - never again will a silly machine try and bump your filthy mouse things out of a job. You can even go so far and restrict your Space Shrew things to Specialists and Rulers, making only your robots do the dirty work..
 

Kryndude

Lt. General
60 Badges
Mar 3, 2015
1.580
1.456
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Jade Dragon
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Pre-order
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Dharma
  • Stellaris: Distant Stars
  • Stellaris: Nemesis
  • Stellaris: Ancient Relics
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Lithoids
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
This new system could do with some tweaking, but on the whole I like the idea of pops not shuffling between strata willy nilly - people who had a nice cushy job one day are hardly likely to go and work in Space McDonalds the next if they lost their job, they hang around looking for work they are qualified to do.

However, while we await the inevitable tweaking, there is a pretty awesome mod that may be right up your street - https://steamcommunity.com/sharedfiles/filedetails/?id=1621194834

It allows you to restrict what species can work in what strata - so in your case, you can use this mod to limit your robots to worker strata only and boom, your problem is solved - never again will a silly machine try and bump your filthy mouse things out of a job. You can even go so far and restrict your Space Shrew things to Specialists and Rulers, making only your robots do the dirty work..

No but I do want my droids to work specialist jobs, just not steal it from the previous holder. Thank you for the suggestion though, I'll keep that in mind as an option.
 

stumason

General
91 Badges
Aug 17, 2009
2.048
2.197
  • Crusader Kings II: Reapers Due
  • Stellaris: Synthetic Dawn
  • Imperator: Rome
  • Semper Fi
  • Hearts of Iron IV: Death or Dishonor
  • 500k Club
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Stellaris: Lithoids
  • Crusader Kings II: Conclave
  • Stellaris: Federations
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Necroids
  • Stellaris: Galaxy Edition
  • Imperator: Rome Sign Up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Campus
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Ancient Relics
  • Crusader Kings II: Jade Dragon
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: By Blood Alone
  • Europa Universalis IV
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Battle for Bosporus
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: No Step Back
  • Surviving Mars
  • Stellaris: Nemesis
  • Cities: Skylines - Green Cities
  • Victoria 2
  • Crusader Kings III
  • Europa Universalis: Rome
  • Europa Universalis III Complete
  • Europa Universalis IV: Cossacks
No but I do want my droids to work specialist jobs, just not steal it from the previous holder. Thank you for the suggestion though, I'll keep that in mind as an option.

Ah well, fair enough. I am puzzled though that your robots are bumping off pops from jobs they hold.. Admittedly, I don't often play with robots (souless machines!) so might be missing something obvious. I would have thought, all things being equal (ie: your shrews and bots were full citizens) that the next created pop/bot fills a spare worker slot if all the specialists are filled? Are your Shrews Full citizens - I assume so! And your bots, are they "servitude" or have you granted them "rights"?
 

stumason

General
91 Badges
Aug 17, 2009
2.048
2.197
  • Crusader Kings II: Reapers Due
  • Stellaris: Synthetic Dawn
  • Imperator: Rome
  • Semper Fi
  • Hearts of Iron IV: Death or Dishonor
  • 500k Club
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Stellaris: Lithoids
  • Crusader Kings II: Conclave
  • Stellaris: Federations
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Necroids
  • Stellaris: Galaxy Edition
  • Imperator: Rome Sign Up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Campus
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Ancient Relics
  • Crusader Kings II: Jade Dragon
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: By Blood Alone
  • Europa Universalis IV
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Battle for Bosporus
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: No Step Back
  • Surviving Mars
  • Stellaris: Nemesis
  • Cities: Skylines - Green Cities
  • Victoria 2
  • Crusader Kings III
  • Europa Universalis: Rome
  • Europa Universalis III Complete
  • Europa Universalis IV: Cossacks
Thought springs to mind - do robots have "military service"? If they do, turn it off and they won't work Enforcer jobs... I think... Tis what I do with any filthy xenos I like enough to grant residence, but I don't allow them military service - I can't be having those dirty aliens in my police force and Army!
 

Kryndude

Lt. General
60 Badges
Mar 3, 2015
1.580
1.456
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Jade Dragon
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Pre-order
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Dharma
  • Stellaris: Distant Stars
  • Stellaris: Nemesis
  • Stellaris: Ancient Relics
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Lithoids
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
I was gonna try out robotic ascension path again that game, but I just ditched it after knowing that it'll still cause wierd problems and, more importantly, after seeing the insane amount of engineering research cost required to go cyborg. Having to invest 16 years worth of engineering research in order to fully benefit from a perk can't be good.
 

stumason

General
91 Badges
Aug 17, 2009
2.048
2.197
  • Crusader Kings II: Reapers Due
  • Stellaris: Synthetic Dawn
  • Imperator: Rome
  • Semper Fi
  • Hearts of Iron IV: Death or Dishonor
  • 500k Club
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Stellaris: Lithoids
  • Crusader Kings II: Conclave
  • Stellaris: Federations
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Necroids
  • Stellaris: Galaxy Edition
  • Imperator: Rome Sign Up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Campus
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Ancient Relics
  • Crusader Kings II: Jade Dragon
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: By Blood Alone
  • Europa Universalis IV
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Battle for Bosporus
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: No Step Back
  • Surviving Mars
  • Stellaris: Nemesis
  • Cities: Skylines - Green Cities
  • Victoria 2
  • Crusader Kings III
  • Europa Universalis: Rome
  • Europa Universalis III Complete
  • Europa Universalis IV: Cossacks
Whenever I have used robots myself, I've only gone so far as droids, keep them in servitude and locked to worker jobs. Keeps things simple - besides, I always only ever made one super servitor bot that was good at farming and mining, so that's what they were designed to do.
 

Kryndude

Lt. General
60 Badges
Mar 3, 2015
1.580
1.456
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Jade Dragon
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Pre-order
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Dharma
  • Stellaris: Distant Stars
  • Stellaris: Nemesis
  • Stellaris: Ancient Relics
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Lithoids
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
I would have thought, all things being equal (ie: your shrews and bots were full citizens) that the next created pop/bot fills a spare worker slot if all the specialists are filled? Are your Shrews Full citizens - I assume so! And your bots, are they "servitude" or have you granted them "rights"?

Nope, they were robotic servants.

do robots have "military service"? If they do, turn it off and they won't work Enforcer jobs... I think...

I loaded my save to try this but didn't work.

Here you can see.
2.jpg
 

Millbot

Major
21 Badges
Feb 2, 2019
600
622
  • Stellaris: Apocalypse
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Stellaris: Distant Stars
  • Surviving Mars: Digital Deluxe Edition
  • Pillars of Eternity
  • Stellaris: Humanoids Species Pack
  • Surviving Mars
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Stellaris: Synthetic Dawn
  • Stellaris: Ancient Relics
  • Stellaris: Galaxy Edition
Yeah, my current game of xenophobe, peacenik, materialist geckos was seeing this happen as well. I have robot servitors and for whatever reason, the game time to time would turn out a musical robot, on worlds that had the holo theater, that would immediately steal a musician position for one of the geckos and that gecko would sit around unemployed because all the open jobs were of a lower strata than that pop's last gig as a singer.

Even though it was tad annoying, it is kind hysterical on some levels. Robots literally stealing people jobs.
 

RoverStorm

Curator's Pet Faerie Dragon, Kin of Ether Drake
74 Badges
Jul 27, 2016
1.653
816
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Distant Stars
  • Victoria 3 Sign Up
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Dharma
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Surviving Mars: First Colony Edition
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Surviving Mars: Digital Deluxe Edition
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Charlemagne
  • Crusader Kings III: Royal Edition
  • Stellaris: Federations
  • Hearts of Iron IV: La Resistance
  • Prison Architect: Psych Ward
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Surviving Mars: First Colony Edition
  • Europa Universalis IV
  • Prison Architect
  • Europa Universalis IV: Golden Century
  • Island Bound
  • Crusader Kings III
  • Europa Universalis 4: Emperor
  • Victoria 2
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Third Rome
So banning them from the military (and don't forget to let a new month go by so the game updates it) will kick them out. A pop has a weight of 0 to become or stay an Enforcer if Military Service is banned.

Otherwise all pops share the same base value (10) to be picked for enforcer, which then the value is modified by the following (all are multipliers):
0 if "can_be_soldier = no"
1.5 if they are already an enforcer
0.5 if has the "weak" trait
2 if "resilient"
2 if "very strong"
1.5 if "strong"
1.1 if cybernetic
1.1 if (insert long list of special event-traits you probably don't have)
Bunch of modifiers if you are a police state, which is impossible as a shared burdens country, so I'll skip
10 if enslaved under "Battle Thralls" type (not relevant: robots are always a unique type of slavery)
0.1 if "can_take_servant_job = yes". Which basically means domestic servitude slavery or robots with domestic protocol trait
0.2 if not a full citizen and not a robot

So basically, my hypothesis is that your main species is weak, and is therefore being replaced by the robots which have a higher value for enforcer jobs, or perhaps those little....anteater.......things do not have full citizenship.

So for example I believe the base value for an enforcer is 10. Those anteaters were already enforcers, so their value is multiplied by 1.5 and goes to 15, BUT if they're not full citizens then it's also multiplied by 0.2, bringing it down to just 3. Those robots have no traits at all, and therefore have the normal 10 weight to be an enforcer, and therefore will always replace those anteater things as enforcers.

Banning the robots from military service should 100% work. Let the month roll over and those robots should be fired quickly, and the ant-eaters will take their jobs back.

Wait, unless you're not on the 2.2.5 version. That may have been a bug in 2.2.4 they patched on the 2.2.5 server. I have no idea, and I can't be bothered to re-download 2.2.4.
 

Kryndude

Lt. General
60 Badges
Mar 3, 2015
1.580
1.456
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Jade Dragon
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Pre-order
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Dharma
  • Stellaris: Distant Stars
  • Stellaris: Nemesis
  • Stellaris: Ancient Relics
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Lithoids
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
@RoverStorm Wow that was very helpful. Thank you for looking into the game files for me. I would've done it myself if I knew how. And you are right, my main species did have weak. Although I don't understand what it has to do with enforcer job aside of making sense in real world.
 
Last edited:

Cynoid

Corporal
58 Badges
Dec 12, 2018
36
69
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Surviving Mars: First Colony Edition
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Europa Universalis IV: Mandate of Heaven
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Imperator: Rome
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Age of Wonders: Planetfall
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Age of Wonders: Planetfall - Revelations
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: By Blood Alone
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Victoria 2
  • Battle for Bosporus
  • Crusader Kings III
  • War of the Roses
  • Cities: Skylines
  • Stellaris: Federations
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Expansion Pass
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Sons of Abraham
  • Europa Universalis IV: Art of War
Weak pops are highly discriminated against because while you mostly use them for crime reduction (and maybe unity), Enforcer jobs also provides Defense Armies based upon the enforcer species. Since Weak species have a significant malus to army ability, the IA prefer to select non-weak pop (and any pops with bonus to fighting).
 

RoverStorm

Curator's Pet Faerie Dragon, Kin of Ether Drake
74 Badges
Jul 27, 2016
1.653
816
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Distant Stars
  • Victoria 3 Sign Up
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Dharma
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Surviving Mars: First Colony Edition
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Surviving Mars: Digital Deluxe Edition
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Charlemagne
  • Crusader Kings III: Royal Edition
  • Stellaris: Federations
  • Hearts of Iron IV: La Resistance
  • Prison Architect: Psych Ward
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Surviving Mars: First Colony Edition
  • Europa Universalis IV
  • Prison Architect
  • Europa Universalis IV: Golden Century
  • Island Bound
  • Crusader Kings III
  • Europa Universalis 4: Emperor
  • Victoria 2
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Third Rome
@RoverStorm Wow that was very helpful. Thank you for looking into the game files for me. I would've done it myself if I knew how. And you are right, my main species did have weak. Although I don't understand what it has to do with enforcer job aside of making sense in real world.
Enforcer jobs create defense armies based on the species of the pop working it. One of the penalties of "weak" is -20% damage output, so they coded it so any jobs that create armies try to pick non-weak species over weak species, to avoid making your defense armies do less damage.
 

Foefaller

General
71 Badges
Apr 22, 2016
1.953
499
  • Tyranny - Tales from the Tiers
  • Stellaris: Synthetic Dawn
  • Sword of the Stars
  • Crusader Kings II: Reapers Due
  • Majesty 2
  • Magicka
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Conclave
  • Crusader Kings III
  • Stellaris: Galaxy Edition
  • Stellaris: Apocalypse
  • Europa Universalis IV: Common Sense
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Lithoids
  • BATTLETECH
  • Surviving Mars
  • BATTLETECH: Heavy Metal
  • Stellaris: Humanoids Species Pack
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Ancient Relics
  • Cities: Skylines - Green Cities
  • Prison Architect
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV
  • Europa Universalis IV: Rule Britannia
  • Crusader Kings II: Horse Lords
  • BATTLETECH: Season pass
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Tyranny - Bastards Wound
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
@RoverStorm Wow that was very helpful. Thank you for looking into the game files for me. I would've done it myself if I knew how. And you are right, my main species did have weak. Although I don't understand what it has to do with enforcer job aside of making sense in real world.

Stellaris file-rummaging Primer:

If you have Stellaris on steam, right click on it in your Libary, click Properties, first or secon tab should have a button called "Browse local files" click that. That gets you to the Stellaris folder on you computer.

"Common" is all the values and modifiers the game uses. Sub-folders include techs (further divide by branch, includes both effects and odds of showing up) jobs, civics, Ascension perks and traditions, anomalies, special projects, and more.

"Events" are all the events the game has. Normally divided by subject and/or DLC. This also includes end-game crisises and the events for anomalies and special projects(i.e. the part that triggers after the investigation/project is done)

Localizations are all the translations for the in-game text, divided by language. Those are the big 3 files that 99% of the questions you might have are stored in.

The code pretty much follows the classic programming IF THEN AND OR NOT NOR XOR language, contained in brackets. (Though I don't think I've ever seen the last two; NOR is typically done as NOT with an OR in the brackets and XOR as an OR with a NOT in the brackets.) Pretty much any aspect you can think of can influence an event; ethics, techs, civics, pop and leader traits, and more... and that's just what the devs use.

"Weight," depending on the context, is either the odds of that outcome/choice happening, or, such as the case with jobs, the order in which things are done/filled. When it is a roll it is between 1 and the total amount of weight for all options (i.e. if there is one outcome with a weight of 80, and another with a weight of 20, first outcome has a 4 in 5 chance of occurring, but if there is a third outcome with a weight of 20, then it has a 2 in 3 chance instead) "Factor" is a multiplier to weight, which I *think* is multiplicative; a outcome with a condition that gives it a factor of 0 will never happen if that condition is met.

The AI uses the same commands, weights and factors to decide what it does. Rather than a separate AI file/folder, the decision-making code is usually embedded into the event or feature in question. This is for moddablity, since it makes it super easy to set the AI's response to whatever it is the modder added and makes it unlikely that mods will cancel each other out... but as you might have noticed, it can sometimes cause trouble for people that don't go by the moniker of Glavius in trying to figure out why the AI is doing stupid things, as the reason might be lodged in a file about something that on the surface seems to have nothing to do with the problem in question. There *is* an AI personalities folder for AI-run empires, but it is a list of modifiers mostly for deciding Diplomatic actions, policies and when to declare war, not what building to build or how to fight that war they just declared.