Update again. Meh Solution for PROBLEM 1 AND PROBLEM 2 (Just for planets with slaves and primary species)
I'm worn out because again, the data format is not commonplace. So a lot of this was just guessing.
Discovered the full verbage needed for "has_edict" as well as how to ensure slaves will be the last unemployed. All proof of concept. I didn't mess with robots, serviles, nerve_stapled, robust, etc. But the modifications are done to all basic worker jobs, including clerks. Note. The end weights of the various jobs are in the millions for some, but my purpose succeeded.
Note: Used Console Commands to Genetic Resequence different species with ingenious, industrious, thrifty, agrarian. Note which pops are working which jobs. Close any worker job. Notice the primary species is the one becoming unemployed.
Also Note: I have zero idea what #low income modifier does, but messed with it anyway as it wasn't equal.
Conclusion: This will by no means be a fast correction. But at least, now auto resettlement isn't broken for just slaves and primary species on the same planet. Though the weights go from 100s to 10000...likely impacting performance late game. But most importantly, it's the primary species who are unemployed, regardless of what job is closed.
###################
# Basic Jobs
###################
clerk = {
category = worker
condition_string = WORKER_JOB_TRIGGER
building_icon = building_residence
clothes_texture_index = 2
possible_pre_triggers = {
has_owner = yes
is_being_purged = no
is_being_assimilated = no
is_sapient = yes
}
possible = {
worker_job_check_trigger = yes
}
planet_modifier = {
planet_amenities_add = 2
trade_value_add = 4
}
triggered_planet_modifier = {
potential = {
OR = {
has_trait = trait_robot_domestic_protocols
has_trait = trait_charismatic
}
}
modifier = {
planet_amenities_add = 0.4
}
}
triggered_planet_modifier = {
potential = {
has_trait = trait_repugnant
}
modifier = {
planet_amenities_add = -0.4
}
}
triggered_planet_modifier = {
potential = {
has_trait = trait_thrifty
}
modifier = {
trade_value_add = 1
}
}
triggered_planet_modifier = {
potential = {
has_trait = trait_nuumismatic_administration
}
modifier = {
trade_value_add = 1
}
}
weight = {
weight = @clerk_job_weight
modifier = {
factor = 15
is_enslaved = yes
can_take_servant_job = no
NOR = {
has_trait = trait_nuumismatic_administration
has_trait = trait_thrifty
}
}
modifier = {
factor = 2
OR = {
is_non_sapient_robot = yes
is_shackled_robot = yes
}
can_take_servant_job = no
}
modifier = {
factor = 200
OR = {
has_trait = trait_thrifty
has_trait = trait_nuumismatic_administration
}
}
modifier = {
factor = 0.1
can_take_servant_job = yes
}
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 = 0.5
exists = owner
owner = { is_fallen_empire = yes }
}
}
}
technician = {
category = worker
condition_string = WORKER_JOB_TRIGGER
building_icon = building_energy_grid
clothes_texture_index = 2
possible_pre_triggers = {
has_owner = yes
is_being_purged = no
is_being_assimilated = no
is_sapient = yes
}
possible = {
worker_job_check_trigger = yes
owner = {
is_gestalt = no
}
}
resources = {
category = planet_technician
produces = {
energy = 6
}
produces = {
trigger = {
owner = {
is_robot_empire = yes
}
}
energy = 2
}
produces = {
trigger = {
planet = { has_active_building = building_energy_grid }
}
energy = 1
}
produces = {
trigger = {
planet = { has_active_building = building_energy_nexus }
}
energy = 2
}
upkeep = {
trigger = {
exists = owner
owner = {
has_edict = capacity_subsidies
}
}
energy = 0.5
}
}
weight = {
weight = @worker_job_weight
modifier = {
factor = 100
OR = {
has_trait = trait_robot_superconductive
has_trait = trait_ingenious
has_trait = trait_nuumismatic_administration
}
}
modifier = {
factor = 100
is_enslaved = yes
can_take_servant_job = no
NOR = {
has_trait = trait_syncretic_proles
has_trait = trait_nuumismatic_administration
has_trait = trait_robot_superconductive
has_trait = trait_ingenious
}
}
modifier = {
factor = 150
AND = {
is_enslaved = yes
has_trait = trait_ingenious
exists = owner
owner = {
has_edict = extended_shifts
}
}
}
modifier = {
factor = 2
OR = {
is_non_sapient_robot = yes
is_shackled_robot = yes
}
can_take_servant_job = no
}
modifier = {
factor = 0.25
can_take_servant_job = yes
}
modifier = {
factor = 1.5
has_trait = trait_syncretic_proles
}
modifier = {
factor = 4
species = {
has_species_flag = racket_species_flag
}
}
modifier = {
factor = 1.2
has_trait = trait_very_strong
}
modifier = {
factor = 1.1
has_trait = trait_strong
}
modifier = {
factor = 0.9
has_trait = trait_weak
}
modifier = {
factor = 1.3
has_trait = trait_psionic
}
modifier = {
factor = 1.2
has_trait = trait_latent_psionic
}
modifier = {
factor = 1.5
has_trait = trait_presapient_earthbound
}
modifier = {
factor = 1.1
OR = {
has_trait = trait_robust
has_trait = trait_robot_efficient_processors
}
}
modifier = {
factor = 1.1
has_trait = trait_nerve_stapled
}
modifier = {
factor = 1.5
has_trait = trait_void_dweller_1
}
#modifier = {
# factor = 500
# planet = {
# owner = {
# is_megacorp = yes
# }
# }
#}
# low income modifier
modifier = {
factor =
1.1
OR = {
is_unemployed = yes
has_job = "technician"
}
exists = planet
planet = {
has_available_jobs = "technician"
}
exists = owner
owner = {
is_ai = yes
has_monthly_income = {
resource = energy
value < 20
}
}
}
modifier = {
factor = 0.75
has_trait = trait_necrophage
}
}
}
miner = {
category = worker
condition_string = WORKER_JOB_TRIGGER
building_icon = building_mineral_purification_plant
clothes_texture_index = 2
possible_pre_triggers = {
has_owner = yes
is_being_purged = no
is_being_assimilated = no
is_sapient = yes
}
possible = {
hidden_trigger = { exists = owner }
worker_job_check_trigger = yes
owner = {
is_gestalt = no
}
}
resources = {
category = planet_miners
produces = {
minerals = 4
}
produces = {
trigger = {
planet = { has_active_building = building_mineral_purification_plant }
}
minerals = 1
}
produces = {
trigger = {
planet = { has_active_building = building_mineral_purification_hub }
}
minerals = 2
}
upkeep = {
trigger = {
exists = owner
owner = {
has_edict = mining_subsidies
}
}
energy = 0.5
}
}
weight = {
weight = @worker_job_weight
modifier = {
factor =
100
OR = {
has_trait = trait_industrious
has_trait = trait_robot_power_drills
}
}
modifier = {
factor =
100
is_enslaved = yes
can_take_servant_job = no
}
modifier = {
factor = 150
AND = {
is_enslaved = yes
has_trait = trait_industrious
exists = owner
owner = {
has_edict = extended_shifts
}
}
}
modifier = {
factor = 3
OR = {
is_non_sapient_robot = yes
is_shackled_robot = yes
}
can_take_servant_job = no
owner = { has_technology = tech_droid_workers }
}
modifier = {
factor = 200
OR = {
is_non_sapient_robot = yes
is_shackled_robot = yes
}
can_take_servant_job = no
owner = { NOT = { has_technology = tech_droid_workers } }
}
modifier = {
factor = 0.25
can_take_servant_job = yes
}
modifier = {
factor = 2
species = {
has_species_flag = racket_species_flag
}
}
modifier = {
factor = 1.2
has_trait = trait_very_strong
}
modifier = {
factor = 1.1
has_trait = trait_strong
}
modifier = {
factor = 0.9
has_trait = trait_weak
}
modifier = {
factor = 1.5
has_trait = trait_syncretic_proles
}
modifier = {
factor = 1.4
has_trait = trait_presapient_proles
}
modifier = {
factor = 1.1
OR = {
has_trait = trait_robust
has_trait = trait_robot_efficient_processors
}
}
modifier = {
factor = 1.1
has_trait = trait_nerve_stapled
}
modifier = {
factor = 1.5
has_trait = trait_void_dweller_1
}
# low income modifier
modifier = {
factor = 1.1
OR = {
is_unemployed = yes
has_job = "miner"
}
exists = planet
planet = {
has_available_jobs = "miner"
}
owner = {
has_monthly_income = {
resource = minerals
value < 0
}
}
}
modifier = {
factor = 0.75
has_trait = trait_necrophage
}
}
}
crystal_miner = {
category = worker
condition_string = WORKER_JOB_TRIGGER
building_icon = building_crystal_mines
clothes_texture_index = 2
possible_pre_triggers = {
has_owner = yes
is_being_purged = no
is_being_assimilated = no
is_sapient = yes
}
possible = {
worker_job_check_trigger = yes
owner = { is_gestalt = no }
}
resources = {
category = planet_miners
produces = {
rare_crystals = 2
}
upkeep = {
trigger = {
exists = owner
owner = {
has_edict = mining_subsidies
}
}
energy = 0.5
}
}
weight = {
weight = @specialist_job_weight # Important job
modifier = {
factor = 10
is_enslaved = yes
can_take_servant_job = no
}
modifier = {
factor = 2
OR = {
is_non_sapient_robot = yes
is_shackled_robot = yes
}
can_take_servant_job = no
owner = { has_technology = tech_droid_workers }
}
modifier = {
factor = 200
OR = {
is_non_sapient_robot = yes
is_shackled_robot = yes
}
can_take_servant_job = no
owner = { NOT = { has_technology = tech_droid_workers } }
}
modifier = {
factor = 0.1
can_take_servant_job = yes
}
modifier = {
factor = 5
has_trait = trait_syncretic_proles
}
modifier = {
factor = 2
species = {
has_species_flag = racket_species_flag
}
}
modifier = {
factor = 3
has_trait = trait_very_strong
}
modifier = {
factor = 1.5
has_trait = trait_strong
}
modifier = {
factor = 0.1
has_trait = trait_weak
}
modifier = {
factor = 3
OR = {
has_trait = trait_robust
has_trait = trait_robot_efficient_processors
}
}
modifier = {
factor = 3
has_trait = trait_void_dweller_1
}
modifier = {
factor = 3
has_trait = trait_nerve_stapled
}
modifier = {
factor = 0.75
has_trait = trait_necrophage
}
}
}
gas_extractor = {
category = worker
condition_string = WORKER_JOB_TRIGGER
building_icon = building_gas_extractors
clothes_texture_index = 2
possible_pre_triggers = {
has_owner = yes
is_being_purged = no
is_being_assimilated = no
is_sapient = yes
}
possible = {
worker_job_check_trigger = yes
}
resources = {
category = planet_miners
produces = {
exotic_gases = 2
}
upkeep = {
trigger = {
exists = owner
owner = {
has_edict = mining_subsidies
}
}
energy = 0.5
}
}
weight = {
weight = @specialist_job_weight # Important job
modifier = {
factor = 10
is_enslaved = yes
can_take_servant_job = no
}
modifier = {
factor = 2
OR = {
is_non_sapient_robot = yes
is_shackled_robot = yes
}
can_take_servant_job = no
owner = { has_technology = tech_droid_workers }
}
modifier = {
factor = 200
OR = {
is_non_sapient_robot = yes
is_shackled_robot = yes
}
can_take_servant_job = no
owner = { NOT = { has_technology = tech_droid_workers } }
}
modifier = {
factor = 0.1
can_take_servant_job = yes
}
modifier = {
factor = 5
has_trait = trait_syncretic_proles
}
modifier = {
factor = 2
species = {
has_species_flag = racket_species_flag
}
}
modifier = {
factor = 3
has_trait = trait_very_strong
}
modifier = {
factor = 1.5
has_trait = trait_strong
}
modifier = {
factor = 0.1
has_trait = trait_weak
}
modifier = {
factor = 3
OR = {
has_trait = trait_robust
has_trait = trait_robot_efficient_processors
}
}
modifier = {
factor = 3
has_trait = trait_void_dweller_1
}
modifier = {
factor = 3
has_trait = trait_nerve_stapled
}
modifier = {
factor = 0.75
has_trait = trait_necrophage
}
}
}
mote_harvester = {
category = worker
condition_string = WORKER_JOB_TRIGGER
building_icon = building_mote_harvesting_traps
clothes_texture_index = 2
possible_pre_triggers = {
has_owner = yes
is_being_purged = no
is_being_assimilated = no
is_sapient = yes
}
possible = {
worker_job_check_trigger = yes
}
resources = {
category = planet_miners
produces = {
volatile_motes = 2
}
upkeep = {
trigger = {
exists = owner
owner = {
has_edict = mining_subsidies
}
}
energy = 0.5
}
}
weight = {
weight = @specialist_job_weight # Important job
modifier = {
factor = 10
is_enslaved = yes
can_take_servant_job = no
}
modifier = {
factor = 2
OR = {
is_non_sapient_robot = yes
is_shackled_robot = yes
}
can_take_servant_job = no
owner = { has_technology = tech_droid_workers }
}
modifier = {
factor = 200
OR = {
is_non_sapient_robot = yes
is_shackled_robot = yes
}
can_take_servant_job = no
owner = { NOT = { has_technology = tech_droid_workers } }
}
modifier = {
factor = 0.1
can_take_servant_job = yes
}
modifier = {
factor = 5
has_trait = trait_syncretic_proles
}
modifier = {
factor = 2
species = {
has_species_flag = racket_species_flag
}
}
modifier = {
factor = 3
has_trait = trait_very_strong
}
modifier = {
factor = 1.5
has_trait = trait_strong
}
modifier = {
factor = 0.1
has_trait = trait_weak
}
modifier = {
factor = 3
OR = {
has_trait = trait_robust
has_trait = trait_robot_efficient_processors
}
}
modifier = {
factor = 3
has_trait = trait_void_dweller_1
}
modifier = {
factor = 3
has_trait = trait_nerve_stapled
}
modifier = {
factor = 0.75
has_trait = trait_necrophage
}
}
}
farmer = {
category = worker
condition_string = WORKER_JOB_TRIGGER
building_icon = building_food_processing_facility
clothes_texture_index = 2
possible_pre_triggers = {
has_owner = yes
is_being_purged = no
is_being_assimilated = no
is_sapient = yes
}
possible = {
hidden_trigger = { exists = owner }
worker_job_check_trigger = yes
owner = {
is_gestalt = no
}
}
resources = {
category = planet_farmers
produces = {
food = 6
}
produces = {
trigger = {
exists = owner
owner = {
is_robot_empire = yes
}
}
food = -1
}
produces = {
trigger = {
planet = { has_active_building = building_food_processing_facility }
}
food = 1
}
produces = {
trigger = {
planet = { has_active_building = building_food_processing_center }
}
food = 2
}
upkeep = {
trigger = {
exists = owner
owner = {
has_edict = farming_subsidies
}
}
energy = 0.5
}
}
triggered_planet_modifier = {
potential = {
exists = owner
owner = { has_valid_civic = civic_agrarian_idyll }
}
modifier = {
planet_amenities_add = 2
}
}
triggered_planet_modifier = {
potential = {
exists = owner
owner = { has_valid_civic = civic_agrarian_idyll }
OR = {
has_trait = trait_robot_domestic_protocols
has_trait = trait_charismatic
}
}
modifier = {
planet_amenities_add = 0.4
}
}
triggered_planet_modifier = {
potential = {
exists = owner
owner = { has_valid_civic = civic_agrarian_idyll }
has_trait = trait_repugnant
}
modifier = {
planet_amenities_add = -0.4
}
}
weight = {
weight = @worker_job_weight
modifier = {
factor =
100
OR = {
has_trait = trait_robot_harvesters
has_trait = trait_agrarian
}
}
modifier = {
factor = 1.1
owner = { has_valid_civic = civic_agrarian_idyll }
}
modifier = {
factor =
100
is_enslaved = yes
can_take_servant_job = no
}
modifier = {
factor = 150
AND = {
is_enslaved = yes
has_trait = trait_agrarian
exists = owner
owner = {
has_edict = extended_shifts
}
}
}
modifier = {
factor = 3
OR = {
is_non_sapient_robot = yes
is_shackled_robot = yes
}
can_take_servant_job = no
owner = { has_technology = tech_droid_workers }
}
modifier = {
factor = 200
OR = {
is_non_sapient_robot = yes
is_shackled_robot = yes
}
can_take_servant_job = no
owner = { NOT = { has_technology = tech_droid_workers } }
}
modifier = {
factor = 0.25
can_take_servant_job = yes
}
modifier = {
factor = 2
has_trait = trait_syncretic_proles
}
modifier = {
factor = 1.2
has_trait = trait_very_strong
}
modifier = {
factor = 1.1
has_trait = trait_strong
}
modifier = {
factor = 0.9
has_trait = trait_weak
}
modifier = {
factor = 1.5
has_trait = trait_syncretic_proles
}
modifier = {
factor = 1.4
has_trait = trait_presapient_proles
}
modifier = {
factor = 1.1
OR = {
has_trait = trait_robust
has_trait = trait_robot_efficient_processors
}
}
modifier = {
factor = 1.1
has_trait = trait_nerve_stapled
}
modifier = {
factor = 1.5
owner = { has_valid_civic = civic_agrarian_idyll }
OR = {
has_trait = trait_robot_domestic_protocols
has_trait = trait_charismatic
}
}
modifier = {
factor = 0.5
owner = { has_valid_civic = civic_agrarian_idyll }
has_trait = trait_repugnant
}
modifier = {
factor = 1.5
has_trait = trait_void_dweller_1
}
# low income modifier
modifier = {
factor = 1.1
OR = {
is_unemployed = yes
has_job = farmer
}
exists = planet
planet = {
has_available_jobs = farmer
}
owner = {
has_monthly_income = {
resource = food
value < 10
}
}
}
modifier = {
factor = 0.5
has_trait = trait_lithoid
owner = {
is_lithoid_empire = yes
has_monthly_income = {
resource = food
value >= 0
}
}
}
modifier = {
factor = 0.75
has_trait = trait_necrophage
}
}
}
soldier = {
category = worker
condition_string = SOLDIER_JOB_TRIGGER
building_icon = building_stronghold
clothes_texture_index = 4
country_modifier = {
country_naval_cap_add = 4
}
triggered_country_modifier = {
potential = {
exists = planet
planet = {
exists = owner
owner = { has_technology = "tech_ground_defense_planning" }
}
}
modifier = {
country_naval_cap_add = 2
}
}
pop_modifier = {
pop_defense_armies_add = 3
}
resources = {
category = planet_soldiers
produces = {
trigger = {
exists = owner
owner = { has_valid_civic = civic_citizen_service }
}
unity = 2
}
}
triggered_planet_modifier = {
potential = {
exists = planet
planet = {
has_modifier = martial_law
}
}
modifier = {
planet_stability_add = 5
}
}
possible_pre_triggers = {
has_owner = yes
is_being_purged = no
is_being_assimilated = no
is_sapient = yes
}
possible = {
soldier_job_check_trigger = yes
owner = { is_gestalt = no }
}
weight = {
weight = @soldier_job_weight
modifier = {
factor = 10
exists = planet
planet = { has_modifier = martial_law }
}
modifier = {
factor = 2
has_trait = trait_resilient
}
modifier = {
factor = 2
has_trait = trait_very_strong
}
modifier = {
factor = 1.5
has_trait = trait_strong
}
modifier = {
factor = 0.5
has_trait = trait_weak
}
modifier = {
factor = 0.1
is_enslaved = yes
NOT = { has_slavery_type = { type = slavery_military } }
}
modifier = {
factor = 10
is_enslaved = yes
has_slavery_type = { type = slavery_military }
}
modifier = {
factor = 0.1
can_take_servant_job = yes
}
modifier = {
factor = 1.1
has_trait = trait_cybernetic
}
modifier = {
factor = 2
has_trait = trait_presapient_earthbound
}
modifier = {
factor = 1.1
has_trait = trait_limited_regeneration
}
modifier = {
factor = 1.1
has_trait = trait_presapient_proles
}
modifier = {
factor = 1.1
has_trait = trait_brainslug
}
modifier = {
factor = 1.05
has_trait = trait_presapient_natural_intellectuals
}
modifier = {
factor = 1.05
OR = {
has_trait = trait_robust
has_trait = trait_robot_efficient_processors
}
}
modifier = {
factor = 1.05
has_trait = trait_nerve_stapled
}
modifier = {
factor = 1.1
OR = {
has_trait = trait_robot_propaganda_machines
has_trait = trait_traditional
}
}
modifier = {
factor = 0.9
has_trait = trait_quarrelsome
}
modifier = {
factor = 0
can_be_soldier = no
}
modifier = {
factor = 2
has_trait = trait_lithoid
}
}
}
preacher = {
category = worker
condition_string = WORKER_JOB_TRIGGER
building_icon = building_temple_of_prosperity
clothes_texture_index = 3
icon = priest
possible_pre_triggers = {
has_owner = yes
is_being_purged = no
is_being_assimilated = no
is_sapient = yes
}
possible = {
worker_job_check_trigger = yes
}
resources = {
category = planet_priests
produces = {
unity = 1
}
}
planet_modifier = {
planet_amenities_add = 3
trade_value_add = 4
}
triggered_planet_modifier = {
potential = {
OR = {
has_trait = trait_robot_domestic_protocols
has_trait = trait_charismatic
}
}
modifier = {
planet_amenities_add = 0.6
}
}
triggered_planet_modifier = {
potential = {
has_trait = trait_repugnant
}
modifier = {
planet_amenities_add = -0.6
}
}
triggered_planet_modifier = {
potential = {
has_trait = trait_thrifty
}
modifier = {
trade_value_add = 1
}
}
triggered_planet_modifier = {
potential = {
has_trait = trait_nuumismatic_administration
}
modifier = {
trade_value_add = 1
}
}
weight = {
weight = @specialist_job_weight # Important job
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_very_strong
}
modifier = {
factor = 1.025
has_trait = trait_strong
}
modifier = {
factor = 0.9
has_trait = trait_weak
}
modifier = {
factor = 1.1
has_trait = trait_brainslug
}
modifier = {
factor = 1.05
has_trait = trait_presapient_natural_intellectuals
}
modifier = {
factor = 1.05
OR = {
has_trait = trait_robust
has_trait = trait_robot_efficient_processors
}
}
modifier = {
factor = 0.01
has_trait = trait_nerve_stapled
}
}
}
mortal_initiate = {
category = worker
condition_string = WORKER_JOB_TRIGGER
building_icon = building_sacrificial_temple_1
clothes_texture_index = 3
icon = mortal_initiate
possible_pre_triggers = {
has_owner = yes
is_sapient = yes
is_enslaved = no
is_being_purged = no
is_being_assimilated = no
}
possible = {
worker_job_check_trigger = yes
NOT = { has_trait = trait_mechanical } #No machines
}
resources = {
category = planet_culture_workers
produces = {
society_research = 1
}
}
planet_modifier = { }
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
}
}
}