Repugnant clerks and charismatic miners

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Alfrebecht

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First time posting. Maybe I'm missing a way to assign specific races job priorities, but having just started a fresh game with Syncretic Evolution I created my primary race with Charismatic and servile with Repugnant. Neither has any trait that affects trade gain, but for some reason my servile, repugnant species prefers the clerk role over the charismatic species. I've tried shuffling the charismatic out of various jobs, leaving him and a servile unemployed as a clerk job is opened, but no luck.
It's possible this is an unintended interaction with decadent, which is also a trait on my primary species. I would expect that when they have to take a worked job however, they would prefer the one they perform better at.

Unless this is all an effort by my xenophilic leadership to get the higher ups to interact with their ugly secretaries.
 

Kryndude

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It's just PDX being unable to come up with a job priority logic that works. I honestly don't understand why they won't just let the player manually assign jobs when they're already allowing us to sort of try to do it in a more indirect and micro-heavy way. Although that would then give the players a massive advantage over the AI. But isn't that the state of the game already?

If you're that kind of person who can't stand the sight of stupid pop allocation then I recommend you don't play slavers nor take bio or robot ascension, because those allow you to create specialized sub-species that won't work the jobs they were meant to.
 
Last edited:

Askorti

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I'd suggest switching it up. Make your main species repugnant and the syncretic one charismatic. Then make sure that all your worker strata jobs are taken by the subject species and only ruler and specialist jobs taken by the dominant one. I believe this to be the best way, and that's how I always play syncretic evolution, which since 2.2 became my favorite civic.
 

RoverStorm

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I've found that forcing job switches can be difficult. Pops in normal empire remember the job they were last working in, and re-take the same job before anyone else if it re-opens. Except these are workers, which DON'T remember their jobs supposedly.

So I went code diving to see what's going on. To explain: all jobs have a weight. The weight is then modified by a pop's traits. If one pop has a higher weight than another, then it takes the job. Here's the weight modifiers (which are all multipliers, so a weight modifier of 1.5 multiplies a weight by that amount. A multiplier above 1 means the job is picked before other pops often, while below 1 means the job prefers other pops before that one) for both clerks and miners:

Clerks:
Base weight of 0.8
0.25 IF the pop is a slave but not domestic servitude
0.1 IF the pop is under domestic slavery OR is a robot with the "domestic protocol" trait
2 IF the pop is a robot, does not have domestic protocols, and either is non-sentient or doesn't have full AI rights
1.5 IF they have a trait that boosts trade value
1.5 IF they have the Servilles trait
1.2 IF they are Very Strong
1.1 IF they are Strong
0.9 IF they are Weak

Miners:
Base weight of 1
1.5 IF they have the trait "Industrious" or "Power Drills"
10 IF they're enslaved
2 IF.....basically a bunch of robot stuff which isn't important to you. Sometimes this is 10, but still robots.
0.25 IF the pop is a slave but not domestic servitude
2 IF "racket"?!?
1.2 IF Very Strong
1.1 IF Strong
0.9 IF Weak


Note: Miners, for some God-forsaken reason, do not check if the pop has the "Servilles" trait.

Why?

NO CLUE!!! Every single worker job gives an increase to Servilles being prefered for the job EXCEPT miners, for some reason.
 

RoverStorm

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I thought worker output doesn't affect trade value and amenities, I wonder why they're weighted for clerks.
It doesn't, but I think they've stated that isn't intended and will eventually be fixed once they figure out how.

Not that "fixing in future" stops them from disabling those weights in the MEAN time....
 

Alfrebecht

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Clerks:
Base weight of 0.8
0.25 IF the pop is a slave but not domestic servitude
0.1 IF the pop is under domestic slavery OR is a robot with the "domestic protocol" trait
2 IF the pop is a robot, does not have domestic protocols, and either is non-sentient or doesn't have full AI rights
1.5 IF they have a trait that boosts trade value
1.5 IF they have the Servilles trait
1.2 IF they are Very Strong
1.1 IF they are Strong
0.9 IF they are Weak

Ok, that explains it for the most part. The weighting for clerks was clearly copy/pasted from the other worker weights, which is nonsensical. The strong traits don't belong here at all, unless they were inverted from how they are here, but that seems unnecessary assuming the other worker jobs have this weight.
 

RoverStorm

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The strong traits don't belong here at all, unless they were inverted from how they are here, but that seems unnecessary assuming the other worker jobs have this weight.
I highly suspect that trade and amenities will be able to be boosted by "Job Output/Worker Output" in the future, but it's just not implemented yet.

But until then...
 

RoverStorm

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Is there a mod that fixes the Job weights?

There used to be Risa’s unofficial patch mod, but he gave up development before or shortly after 2.2 came out...
I can make one if you're interested.

I wouldn't be surprised if Glavius also fixes it, but I don't use his mod so....