Stellaris - Indentured Servitude limiting usage of several Specialist Jobs

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Gamerofwar99

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Description
Indentured Servitude limiting usage of several Specialist Jobs

Game Version
2.6.1 (checksum, 65d2)

What version do you use?

Steam

What expansions do you have installed?
All of the above

Do you have mods enabled?
No

Please explain your issue is in as much detail as possible.
Indentured Servitude is forcing the conquered pops to choose unemployment over filling certain specialist jobs, primarily Enforcer and secondarily bureaucrat. I attempted to send one of my non enslaved pops to the planet to fill the role of enforcer but my non enslaved pop filled the Medical Worker job instead. On another planet I don't have a picture of, there are bureaucrat jobs, and unless I specifically favour the bureaucrat job pops will prefer to work as farmers. This trick of favouring certain jobs won't do the same for enforcer. If you click the job to push people to fill it, nothing will happen.

Steps to reproduce the issue.
Have all other species aside from your main species set to indentured servitude, conquer a planet (I don't think primitives would be any different from actual empires but if it's relevant this example is primitives), build a few buildings with specialist jobs, and observe.

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I'd like to chip in and confirm that this bug is happening for me in 2.6.2 (e132). Despite the tooltip stating that indentured servants can perform any worker or specialist job, my indentured servants refuse to ever be entertainers, and sometimes refuse to be researchers or bureaucrats. I am using slaver guilds.

Current behaviour:
* IndSer prefer worker jobs to bureaucrat or researcher jobs
* IndSer will not be entertainers under any circumstances
* IndSer will prefer any other specialist job (including culture worker) to worker jobs

All my testing for worker jobs was done with farmer jobs.

Expected behaviour:
* IndSer can work any specialist or worker job
* IndSer prefers any specialist job to any worker job

I attach three save games: the first demonstrating pops being unwilling to be entertainers, the second demonstrating pops refusing to move into a bureaucrat position, and the third demonstrating indentured servants being happy to be metallurgists. All behaviours can be found by viewing "Plan B", the capital of the "Enlightened Hammerhead Kingdom".
 

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  • refusing_to_be_entertainers.sav
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  • refusing_to_be_bureaucrat.sav
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  • fine_being_metallurgists.sav
    913,8 KB · Views: 1
Last edited:
It appears that IndSer also will not, under any circumstances, be enforcers. I attach another save file (look at "Ganvius Primus") that demonstrates this.
 

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  • refusing_to_be_enforcers.sav
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They can't take enterteiner jobs becuase it has the line:
entertainer_job_check_trigger = yes
as a possible trigger and entertainer_job_check_trigger
Code:
OR = {
            is_enslaved = no
            has_slavery_type = { type = slavery_domestic }
        }
only checks if they are enslaved and domestic servitude, so Indentured Servitude can never be entertainers. The same is true for enforcers where:
Code:
OR = {
            is_enslaved = no
            has_slavery_type = { type = slavery_military }
        }
make it so that the only slaves that can do that job is battle thralls.

For other specialist jobs the problem is that almost all specialist jobs has
Code:
modifier = {
            factor = 0.2
            has_citizenship_rights = no
            NOT = { has_trait = trait_mechanical }
        }
that modifies the base specialist job weight of 10

while no worker jobs have that and have a base weight of 1 and then has
Code:
modifier = {
            factor = 10
            is_enslaved = yes
            can_take_servant_job = no
        }
can_take_servant_job is yes for domestic servitude slavary.

the result is that base weight for worker jobs are 10 for slaves and 2 for specialist jobs. this make them prefer worker jobs in a lot of cases, unless they have traits that make them better for specialist jobs.
 
Last edited:
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Slaves, indentured or not, are only considered as a labor force. Exception is domestic servitude, as noted by Carentino, and Battle Thralls, iirc.

Or does "Indentured Assets" civic's description tell otherwise (I don't have Megacorp)?
 
Still live in 2.6.3. Carentino's analysis is right, and this is best seen when Xeno empires invade primitives. You'd expect to only need to install rulers if you set them to indentured_servitude, but in fact you need to install rulers, enforcers, and entertainers, then micromanage the planet to not have more worker jobs open than you have specialist jobs to fill.

A straightforward fix is to change those first two to also include indentured servants, and to change the two modifier factors to exclude indentured servants
 
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This bug is very annoying...

I have about 70 enslaved pops. I'm trying to improve their condition to indentured servitude, allowing them to work in specialists class job. But they refuse to take these jobs, and stay in their worker jobs, or unemployed. If I transform them in Battle thrall instead, I cant give them enforcer jobs (yet the wiki says its possible...)

(edit : must be caused by the "servile" trait, i have to check with other species^^')
 
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The indentured slaves here have the 'charismatic' trait. The normal pops do not. I cannot seem to get the slaves to work the medical worker jobs, the normal pops always take them and the slaves end up as bureaucrats.
1597026708353.png

1597026742893.png

1597026785379.png

1597026767994.png
 
If as previously said, indentured slaves are still not tested for specialist jobs, the fact that a slave is charismatic play little as compared to being a slave.
 
Last edited:
Still live in 3.0.2, affects duelists, enforcers, and entertainers:

scripted_triggers/01_scripted_triggers_jobs.txt:

Code:
entertainer_job_check_trigger = {
        ...
        OR = {
            is_enslaved = no
            has_slavery_type = { type = slavery_domestic }
        }
        ...

This should be:
Code:
        OR = {
            is_enslaved = no
            has_slavery_type = { type = slavery_domestic }
            has_slavery_type = { type = slavery_indentured }
        }

A similar thing happens with the battle thralls:
Code:
battle_thrall_job_check_trigger = {
        ...
        OR = {
            is_enslaved = no
            has_slavery_type = { type = slavery_military }
        }
       ...

This should be:
Code:
        OR = {
            is_enslaved = no
            has_slavery_type = { type = slavery_military }
            has_slavery_type = { type = slavery_indentured }
        }
 
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