Stellaris - Can't assemble pops with the civic "Permanent employment"

  • 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.

Emperor Monke

Recruit
Jan 20, 2022
2
1
Description
Can't assemble pops with the civic "Permanent employment"

Game Version
Stellaris 3.3 (beta)

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.
I cannot assemble new pops without a "Reassigner" job, even if I have cloning vats + geneclinics.

Steps to reproduce the issue.
-create an empire with the "permanent employment" civic
-build cloning vats (optionnal : add gene clinics)
-disable reassigner jobs

Upload Attachment
File(s) attached
 

Attachments

  • unknown (1).png
    unknown (1).png
    832,4 KB · Views: 0
  • autosave_2208.07.01.sav
    2 MB · Views: 0
  • 1Like
Reactions:

MortiferMaestus

Private
26 Badges
Feb 3, 2022
19
18
  • Stellaris: Distant Stars
  • Hearts of Iron IV: No Step Back
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Battle for Bosporus
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Stellaris: Federations
  • Hearts of Iron IV: La Resistance
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Megacorp
  • Stellaris
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
I have the same bug. If I build clone vats first nothing will happen until I build a reassigner job. Then the growth assembly starts but if the reassigner job is disappeared or the building posthumous employement center disappears, the growth totally stop.

Is it intended in order to prevent such a megacorp to produce nothing else than zombie via clone vats? Because if I force growth one non zombie species, it will get created at the end with the zombie trait. It should be specified if such megacorp have no choice to build only zombies
 

Mcgan

Lt. General
18 Badges
Mar 19, 2020
1.235
1.819
  • Crusader Kings III: Royal Edition
  • Stellaris: Galaxy Edition
  • Stellaris - Path to Destruction bundle
  • Stellaris: Distant Stars
  • Stellaris: Synthetic Dawn
  • Stellaris: Leviathans Story Pack
  • Stellaris: Apocalypse
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Federations
  • Stellaris: Nemesis
  • Stellaris: Humanoids Species Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Lithoids
  • Stellaris: Necroids
The game doesn't even care about Reassigners, all it wants is the Posthumous Employment Center building. Even if that building is disabled.
Unless they have the "Budding" trait, then it'll always be possible to assemble them.

The bug is in "\common\game_rules\00_rules.txt"
Code:
can_species_be_assembled = {
    is_sapient = yes
    OR = {
        [...]
        AND = {
            is_organic_species = yes
            [...]
            else_if = {
                limit = {
                    root.owner = { has_civic = civic_permanent_employment }
                }
                root = {
                    has_building = building_posthumous_employment_center     <-   This right here
                }
            }
            else = {
                root = { has_building = building_clone_vats }
            }
        }
    }
 

Flamgino

Sergeant
Jan 24, 2022
59
110
Pop assembly works on a "mother may I" system. That is, just because you have pop assembly, that doesn't mean the game recognizes you as being legally allowed to assemble pops. Before it lets you assemble pops, it checks to see if you fail any if/else tests, and one of the tests is to see if you have both the zombie building and the zombie job. If that evaluates to false, the you have failed the pop assembly test and mother tells you "no".

For modders this rule is a headache, because you may wish to add your own pop assembly building that does something like the Posthumous Employment Center, but you can't, because you have to ask mother, and she does not recognize your custom assembly building unless you change the vanilla files to say yes to it.