Stellaris - Robots no longer prioritized for worker jobs

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Offe

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I think this is becuase you have researched the droid technology, I think the bonus for them taking worker jobs is only if they can not work specialist jobs. Will double check if it's WAD
 

Offe

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I'm on 3.2 and I'm seeing this bug prior to researching driods.

Starting with mechanist and all jobs filled, when a new biological pop is born it displaces a worker robot.

That means biological migration will not occur until all robots have been displaced, which is insane.

Think this through... your homeworld reaches capacity and you want to use transit hubs. Transit hubs require unemployed pops. Unemployed biologicals will displace any robot worker...

Obviously this is an issue with job weights so things like strat resource jobs might stick as the bug report said, but for the base case of farmers, miners and technicians this would seem to be.. broken af, worse than 3.1.

We made some changes to this for 3.3 beta. Specifically I made some changes such that robots will now take the clerk job over biological pops.
Keep in mind that each job has its own script so these issues has to be fixed job by job, so save games and specifics here is very important for it to be fixed.

There will be more improvements coming to job system in the future as well
 
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Offe

Stellaris Coder (Human)
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I'm somewhat familiar with the job weights code so I understand the complexity.

There are a small collection of issues that I have amassed over the ages that you might be interested in looking at: https://forum.paradoxplaza.com/forum/threads/three-job-weight-corrections-code-included.1470975

I'm going to push my luck and ask if there is any kind of code testing harness that could be applied to job weights, just to make this less of a whack-a-mole kind of problem going forward? If not, something to consider.
We already have some plans for overhauling this system, I'll pass this link along as well
 
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