Priority to some work for certain species

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Zandraak

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Hello @All !

As you probably know, some races are more useful for work requiring a brain, and others for physical tasks.

As a fan of slavery, I would like to know how to prioritize these tasks for certain races.

Moreover, when I make "resident" weak races (useless to physical work) but useful in research etc, I would like them to take the place of other races in R & D. (I never put intelligence or other on my basic race, so, I like it more governante or elsewhere in R & D :))

But no matter how hard I look, I find no way, the only adjustment being to prioritize a job, but not to put something in front of it.

Example Not Slavery: A friend of mine is playing Robots, but would like to use a breed of engineers to create energy, and NEVER use his synthetics to create food. We can not anymore?
 

EvilTom

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There is not a DIRECT way for you to control it. I think this was done because otherwise it would just be a way more complicated tile system (which is what they were trying to get away from).

There is apparently a weighting which allows populations to go to appropriate jobs, but it either isn't weighted well enough or doesn't work because I've seen some weird results like farming robots taking enforcer jobs when there organics who were useless at farming sitting in the farming jobs.

The only things I can see to help move pops around is to meddle with the open jobs buttons. You can close down jobs by clicking the minus (-) button next to the jobs within the population tab. Once you do that enough to remove the pop you don't want working there, you can attempt to force them into other jobs. It doesn't always work.

I'd like to either see a mechanic where you can force lock down on jobs so no-one moves, or just allows you to reallocate jobs. This was as frustrating as when sectors used to control where people were and just messed it up, when the play could do a lot better.
 

The Boz

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Keeping tile-worker-based bonuses without a tile control system was a MAJOR mistake in the planning or execution of 2.2.
 

Zandraak

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There is apparently a weighting which allows populations to go to appropriate jobs, but it either isn't weighted well enough or doesn't work because I've seen some weird results like farming robots taking enforcer jobs when there organics who were useless at farming sitting in the farming jobs.

They probably give us a way to put a specie on a job, or upgrade the weight no?
Any dev'here?
 

Desolator_X

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Remove all the traits that refer to these sub type jobs and make two new ones: one for specialist output +X%, and one for worker output +X%. You might even have a massive boost to rules output as well, though I don't think that'll ever be "viable"
 

WhapXI

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Remove all the traits that refer to these sub type jobs and make two new ones: one for specialist output +X%, and one for worker output +X%. You might even have a massive boost to rules output as well, though I don't think that'll ever be "viable"

Pretty much this. The lost ability to micro pops in the same way means that pop output traits are randomly made use of if you're in a multi-species empire or too specifically to be worthwhile if you're mono-species. Two trait points to boost mineral output doesn't feel very useful when 7/8ths of your pops aren't producing minerals. Right now the best traits are the ones that apply wider, since there's so much more a pop can do. Strong/V Strong give +2%/+5% to all worker output. Communal and Conservationist that lower Housing Usage and Consumer Goods Upkeep respectively are the most worthwhile traits because they don't get stuck only applying to a tiny portion of your people.

Pops need to be able to trade jobs within and between strata based on traits. Industrious pops need to be able to displace others out of mining jobs. Intelligent pops need to be able to displace others from researcher jobs. Gene templates should be applicable on a strata-by-strata basis. The player (especially authoritarians) should have more control over which strata a pop can be without having to enslave them.
 

Teldaril

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Someone made some tests regarding the job switching. The game optimizes automatically what is best for a certain job. But the game doesn't demote automatically in every condition. You can hard reset jobs by deactivating them and reactivating them. The game will fill the slots with better suited pops instead of the previous ones.
 

Arthrodira

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They could just add another option to the species rights menu: job restrictions. The tab could allow you to toggle on/off each type of possible job for each species. It needs to be job though, not class.
 

Warchild421

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If all else is equal except their traits they need to give higher weight to the trait that improves output and allow pops to move more. Also pop growth should also aim towards getting the best pops for the job as long as all is equal.

This would end up with more unemployed pops but to fix that, allow a pop to instantly move strata but give it a de-buff to its job output, that goes away gradually, for the same time it currently takes to move strata.
 

Doomy

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I'm going to copy-paste what I said in another thread about this issue.

This system is a net improvement over what was. It just needs to work a bit better and give the player more agency. The problem, as I see it, is a problem of micromanagement which needs to be automated. if PDOX decides to make it work it needs to allow the player to customize roles the multiple pops should operate. So you should have, for every pop, an array of status checkboxes to detail, per social strata (slave, worker, specialist, ruler) what positions that pop is permitted to occupy, maybe as a weights and scale system.

So lets look at the case of workers for instance. The starting ones are
You have
clerks
miners
farmers
technicians

And lets say you have 3 races.
Your main race which you want to be working as clerks and tehnicians but wouldn't mind if they took up miners or farmers.
A 2nd race which you want to only allow to be in farms and as tehnicians and never as anything else.
A 3rd race which you want to be in farms and mines but wouldn't mind if they would take up a clerk position but never a tehnician.

You should be able to go into the Set Rights panel (or a diff panel) for each of the 3 races and using a checkbox system, click for WORKER strata what jobs they should occupy. And the checkbox is a 3-colored checkbox. PRIORITY (Green), NEVER (RED) and IF YOU MUST (Yellow).

In the Set Rights panel, under the WORKER tab you'd go into each of the 3 races and set:
1st race
clerks - green
miners - yellow
farmers - yellow
technicians - green

2nd race
clerks - red
miners - red
farmers - green
technicians - green

3rd race:
clerks - yellow
miners - green
farmers - green
technicians - red

If for a job, a pop has yellow, and another has green, the pop with yellow will cede the position to the pop with green and become unemployed.
If both pops are green for a job, then the position will be filled by the pop who has traits that help with that position (say, if you're thrifty pop in a clerk job vs one that isn't).
If both pops have a trait that gives a bonus in that position, then the pop of the ruler pop will take the position.

This is basically the idea.

Of course, we're talking about free pops.
IF a pop is a slave, then that slave pop should always have priority over the worker positions because that's why they're there.


EDIT:
If you want to roleplay, you could have it that for authoritarians, this happens by default but if you are egalitarian then the pops will look to one another to make sure that they have the same number of REDS, GREEN and YELLOW statuses or else they become unhappy due to un-egalitarian treatment. So in the example above, the 2nd race would be -5% unhappy because they are disadvantaged as they have 2 red and 2 green, where as everyone else has 2 green and at most, 1 red.
 

The Boz

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Are you looking for something like this?
 

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EvilTom

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Would we care less if we ran fanatical egalitarians? Should it then be no perfect (not necesarily bad though).
If I were ever running an egalitarian empire, I'd actually like it to be automated and even flawed in cases. This shows the lack of control, but as long as most of the population was more or less in the right jobs, but with some exceptions. This is the point of egalitarianism in that you can't force people of certain races to do certain jobs (but hopefully those of certain skills and aptitudes would hopefully end up in the jobs that require them due to natural market forces).

Maybe we should get job management based upon our government ethics? Authoritarians get to move anyone everywhere and lock them down, also defining what people can go where in the species rights (I like the suggestion above with the red amber green preferences). Egalitarians would not get to force this, but would get other benefits.

On a side note...
What I do however enjoy is how using slavery and robotics can cause unemployment (and should therefore cause unrest) in your organic or main population. Historically and occasionally large numbers of (skilled) slave and influxes of slaves from conquered peoples in Classical times caused unemployment and unrest in native Romans, who. There are genuine concerns about robotics taking many repeatable or easily automatable jobs or take them from dangerous environments. Think farming (with drones and self driving tractors/harvesters), driving cars, manufacturing and even things like aggregation of news/journalism are being done by some level of AI and robotics. This frees up some of the population, causing some to be unemployed, but hopefully in the long term allows organic populations to eventually do jobs that robots cannot, or we just don't want them to (designing more robots, art, research, music, things that we assume require "human touches" like care, nursing). That is untill we make really clever robots and then we're all out of the job and either suffer mandatory pampering or annihilation.
 

r3xm0rt1s

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On a side note...
What I do however enjoy is how using slavery and robotics can cause unemployment (and should therefore cause unrest) in your organic or main population. Historically and occasionally large numbers of (skilled) slave and influxes of slaves from conquered peoples in Classical times caused unemployment and unrest in native Romans, who. There are genuine concerns about robotics taking many repeatable or easily automatable jobs or take them from dangerous environments. Think farming (with drones and self driving tractors/harvesters), driving cars, manufacturing and even things like aggregation of news/journalism are being done by some level of AI and robotics. This frees up some of the population, causing some to be unemployed, but hopefully in the long term allows organic populations to eventually do jobs that robots cannot, or we just don't want them to (designing more robots, art, research, music, things that we assume require "human touches" like care, nursing). That is untill we make really clever robots and then we're all out of the job and either suffer mandatory pampering or annihilation.
The spiritualists are right, down with the robots.
 

stumason

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Lol, you probably won't get a Dev answer right now, there is something called "Christmas" going on and some people seem to feel the need to "take time off" and not go into work.

I don't understand it myself, some sort of religious mumbo-jumbo, but there you go :D