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HistoricalScore1

First Lieutenant
May 5, 2021
265
296
Description
Job Weights Are Inefficient

Game Version
3.0.3

What version do you use?
Steam

What expansions do you have installed?
Utopia, Apocalypse, Distant Stars, Ancient Relics, Federations

Do you have mods enabled?
No

Please explain your issue is in as much detail as possible.
Mods disabled to easily replicate. Species are not working jobs they are optimized for. In this instance, the species with Ingenious is working in a miner job over the other species. The other slave species has adaptive, giving it a 10% increased bonus to the ingenious, but 15-10 = 5% net profit from the Ingenious. Also this is the case with Syncretic Evolution Origins. When you close a job, it's the slave who is unemployed when the slave producers far more resources than the primary species.

Steps to reproduce the issue.
Load the Waaar save.
Resettle the Ingenious species from the Medgar I to Ullanor Prime.
See what job that species goes to.
Try closing and reopening jobs.
Notice it still doesn't go to Technician.

Create a brand new game as Xanid.
Go to planet. Population.
Close a few worker jobs.
Note who goes unemployed (sometimes, if you only close Technician the Xanid correctly go unemployed, but that's usually it)

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Also is this hardcoded somehow? Because I've tried customizing the 03_worker_jobs and still the slaves don't hold the jobs. I made all "is_enslaved" factor = 2000 and deleted all "can_take_sevant_jobs"
 

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  • 03_worker_jobs.txt
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Last edited:
Hmmm. It could have something to do with this.

Technician

weight = {
weight = @worker_job_weight
modifier = {
factor = 2
OR = {
has_trait = trait_robot_superconductive
has_trait = trait_ingenious
has_trait = trait_nuumismatic_administration
}
}
modifier = {
factor = 8
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

Here's Miner.

weight = {
weight = @worker_job_weight
modifier = {
factor = 3
OR = {
has_trait = trait_industrious
has_trait = trait_robot_power_drills
}
}
modifier = {
factor = 10
is_enslaved = yes
can_take_servant_job = no
}
modifier = {
factor = 3
OR = {
is_non_sapient_robot = yes
is_shackled_robot = yes
}
can_take_servant_job = no
owner = { has_technology = tech_droid_workers }

Miner doesn't have the NOR, though it does have a NOT about a certain technology.

Here's Farmer

weight = {
weight = @worker_job_weight
modifier = {
factor = 3
OR = {
has_trait = trait_robot_harvesters
has_trait = trait_agrarian
}
}
modifier = {
factor = 1.1
owner = { has_valid_civic = civic_agrarian_idyll }
}
modifier = {
factor = 10
is_enslaved = yes
can_take_servant_job = no
}
modifier = {
factor = 3
OR = {
is_non_sapient_robot = yes
is_shackled_robot = yes
}
can_take_servant_job = no
owner = { has_technology = tech_droid_workers }