Stellaris - [3.4.5] [a361] Zombie pops ending up as unemployed specialists (enforcers)

  • 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.

YokoZar

Second Lieutenant
41 Badges
Sep 25, 2018
158
290
  • Stellaris: Distant Stars
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV
  • Pillars of Eternity
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Europa Universalis IV: Cossacks
  • The Showdown Effect
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Magicka
  • Europa Universalis IV: Res Publica
  • Sword of the Stars
  • Victoria 2
  • Victoria 2: Heart of Darkness
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Magicka 2
  • Arsenal of Democracy
Description
[3.4.5] [a361] Zombie pops ending up as unemployed specialists (enforcers)

Game Version
3.4.5 a361

What version do you use?
Steam

What expansions do you have installed?


Do you have mods enabled?
No

Please explain your issue is in as much detail as possible.
Not sure what causes it exactly, but it seems to be connected to having unfilled enforcer jobs due to low crime. Somehow the zombie pop promotes to specialist to try and take the enforcer job, but then obviously can't, so it just sits there unemployed until it demotes.

This should "never happen" as zombies cannot take this job anyway.

Steps to reproduce the issue.


Upload Attachment
File(s) attached
 

Attachments

  • 20220710024347_1.jpg
    20220710024347_1.jpg
    612,1 KB · Views: 0
Upvote 0

llamaTic

First Lieutenant
56 Badges
Oct 25, 2020
264
169
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Surviving Mars
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Stellaris: Ancient Relics
  • Stellaris: Nemesis
  • Hearts of Iron III Collection
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Cities in Motion 2
  • Heir to the Throne
  • Knights of Pen and Paper +1 Edition
  • Magicka
  • Majesty 2 Collection
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Cities: Skylines
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Pillars of Eternity
The issue is that the game is defaulting to assembling your main species. When that happens, trait_zombie is added after the pop is already created as a specialist. Then the next monthly check catches it in an invalid job, and makes it go unemployed. You can force the zombie pops to assemble with the standard 10% progress loss, to keep it from happening until they come up with a way to fix it.


Code:
planet_event = { #Braiiiins
    id = necroids.250
    is_triggered_only = yes
    hide_window = yes

    trigger = {
        fromfrom = {
            is_organic_species = yes
            NOT = { has_trait = trait_zombie }
        }
        owner = { has_valid_civic = civic_permanent_employment }
        has_building = building_posthumous_employment_center
    }

    immediate = {
        fromfrom = {
            make_pop_zombie = yes
        }
    }
    after = {
        fromfrom = {
            clear_pop_category = yes #To make sure that the zombie pop does not spawn as a non worker strata
        }
    }
}

This event fails to reset the pop category.
 
Last edited:

llamaTic

First Lieutenant
56 Badges
Oct 25, 2020
264
169
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Surviving Mars
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Stellaris: Ancient Relics
  • Stellaris: Nemesis
  • Hearts of Iron III Collection
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Cities in Motion 2
  • Heir to the Throne
  • Knights of Pen and Paper +1 Edition
  • Magicka
  • Majesty 2 Collection
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Cities: Skylines
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Pillars of Eternity
Easiest way I can think of to 'fix' it is to create a pop of the zombie species after the trait is added in the event, and kill the broken pop. Since demotions are tied to the job stratum of the pop in question. So either creating a new category for zombie pops, or copy pop, kill pop.

Seems like this would be a "good enough" solution to fixing the fact that clear_pop_category = yes doesn't seem to be doing its job.


Code:
planet_event = { #Braiiiins
    id = necroids.250
    is_triggered_only = yes
    hide_window = yes

    trigger = {
        fromfrom = {
            is_organic_species = yes
            NOT = { has_trait = trait_zombie }
        }
        owner = { has_valid_civic = civic_permanent_employment }
        has_building = building_posthumous_employment_center
    }

    immediate = {
        fromfrom = {
            make_pop_zombie = yes
        }
    }
    after = {
        create_pop = { species = fromfrom.species }
        fromfrom = {
            kill_pop = yes
        }
    }
}

That being said, I don't know what other unforeseen consequences such a change could amount to, down the road. I just know it "works".

1657476147844.png