Stellaris - Death Cult Mortal Initiate jobs have incorrect job weights (3.0.4 67e7)

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Mister Handmann

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Description
Death Cult Mortal Initiate jobs have incorrect job weights (3.0.4 67e7)

Game Version
3.0.4

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.
Mortal Initiate jobs have weight modifiers for trade, amenities & unity on a job that provides neither, with the following effects:
-Thrifty, Nuumismatic Administration, Domestic Protocols, and Charismatic pops have 50% higher weight to swap to the job provided they are workers
-Traditional and Propaganda Machines pops have 10% higher weight to swap
-Repugnant or Quarrelsome pops have 50% lower weight to swap
Notably, this results in pops capable of making amenities or trade being more highly prized for sacrifice than spiritualist pops, which makes no sense on a job that only makes society research.

As far as I can tell, this seems to just be carried over from clerks, presumably because the job was used as a template for the Initiate, as well as priests - the weights are essentially just a combination of the two - however, considering that none of the aforementioned traits have any effect on the job, this seems like an oversight.

Attached is both the species used to test the weighting, & the results.

Steps to reproduce the issue.
N/A, issue source entirely based in job weights - if necessary to confirm that there isn't also some issue with job weights in general here, create one species with Charismatic & no other traits, one with Repugnant & no other traits & the first pop to enter the job should be the thrifty one.

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SirBlackAxe

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Here are the job's weights directly from 03_worker_jobs.txt:
Code:
weight = {
    weight = @specialist_job_weight
    modifier = {
        factor = 0.2
        has_citizenship_rights = no
        NOT = { has_trait = trait_mechanical }
    }
    modifier = {
        factor = 2
        owner = { has_civic = civic_exalted_priesthood }
    }
    modifier = {
        factor = 1.5
        OR = {
            has_trait = trait_thrifty
            has_trait = trait_nuumismatic_administration
        }
    }
    modifier = {
        factor = 1.5
        OR = {
            has_trait = trait_robot_domestic_protocols
            has_trait = trait_charismatic
        }
    }
    modifier = {
        factor = 0.5
        has_trait = trait_repugnant
    }
    modifier = {
        factor = 1.1
        OR = {
            has_trait = trait_robot_propaganda_machines
            has_trait = trait_traditional
        }
    }
    modifier = {
        factor = 1.2
        has_ethic = ethic_spiritualist
    }
    modifier = {
        factor = 0.5
        has_trait = trait_quarrelsome
    }
    modifier = {
        factor = 0.1
        can_take_servant_job = yes
    }
    modifier = {
        factor = 0.1
        has_ethic = ethic_materialist
        NOT = { has_job = preacher }
    }
    modifier = {
        factor = 1.05
        has_trait = trait_weak
    }
    modifier = {
        factor = 1.05
        has_trait = trait_presapient_natural_intellectuals
    }
    modifier = {
        factor = 0.01
        has_trait = trait_nerve_stapled
    }
}

As OP says, amenity and unity production traits affect the job weighting despite not affecting the resources produced. Also notably NOT affected by Natural Sociologist
 
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redtide

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As far as I can tell, this seems to just be carried over from clerks, presumably because the job was used as a template for the Initiate, as well as priests - the weights are essentially just a combination of the two - however, considering that none of the aforementioned traits have any effect on the job, this seems like an oversight.
Looks to me like it was carried over from the "prosperity preacher" job, which is just above mortal initiate in the file.

Mortal initiate also reproduces the following from the preacher job:
Code:
        modifier = {
            factor = 0.1
            has_ethic = ethic_materialist
            NOT = { has_job = preacher }
        }

Should instead use "NOT = { has_job = mortal_initiate }"
 
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