Change #1
Indentured and Domestic slaves are special types of slavery that theoretically allow them to work some specalist jobs. Due to the current weightings, they will displace all other farmers, miners and technicians first, displacing even driods and other slaves, even those who have relevant traits/upgrades (such as Agrarian). The only situation where they will work in applicable specalist stratum jobs is if all farmer + miner + technician jobs are occupied by Indentured or Domestic slaves.
03_worker_jobs.txt, Line 826
Change to:
Note
The changes also need to be applied to lines 320-324 and lines 166-176 to apply this fix for miners and technicians, respectively.
Change #2
The Syncretic Evolution origin grants a second species, and as slaves they have an abnormally high weight towards farming in particular. They will displace all other farmers, regardless of their own slavery type and regardless of the traits or slavery types of the other possible farmers. This appears to be an unintended repetition of of modifiers.
03_worker_jobs.txt, line 869-872
Delete this code block (see line 853 for duplicate modifier)
Change #3
A biological race that has robots (either through technology or the Mechanist origin) will find their robots will displace any worker in a strategic resource job, such as Mote Harvesting. This can be undesirable if the robot is better suited to a specific worker job such as farming or mining due to upgrades.
If a robot has a specialisation upgrade, it may be appropriate to reduce the job weighting for strategic resource jobs to allow other non-specalist robots or biologicals to take the job instead.
03_worker_jobs.txt, line 668 add the following modifier
Note
This modifier also needs to be added after lines 558 and 451 to apply to Gas and Crystal jobs, respectively.
Big thanks to @abregado for taking the time to examine my bug reports, as well as coming up with these solutions and testing them. Unfortunately the bug reports are so old they don't seem to gather any traction on the bug report forum, but they are all still a problem in the current version of the game. These changes will probably help the AI with their economy, which is a nice bonus. Hopefully we can get some attention drawn to these easily fixable issues here.
Indentured and Domestic slaves are special types of slavery that theoretically allow them to work some specalist jobs. Due to the current weightings, they will displace all other farmers, miners and technicians first, displacing even driods and other slaves, even those who have relevant traits/upgrades (such as Agrarian). The only situation where they will work in applicable specalist stratum jobs is if all farmer + miner + technician jobs are occupied by Indentured or Domestic slaves.
03_worker_jobs.txt, Line 826
Code:
modifier = {
factor = 10
is_enslaved = yes
can_take_servant_job = no
}
Change to:
Code:
modifier = {
factor = 10
is_enslaved = yes
can_take_servant_job = no
OR = {
has_slavery_type = { type = slavery_normal }
has_slavery_type = { type = slavery_military }
}
}
Note
The changes also need to be applied to lines 320-324 and lines 166-176 to apply this fix for miners and technicians, respectively.
Change #2
The Syncretic Evolution origin grants a second species, and as slaves they have an abnormally high weight towards farming in particular. They will displace all other farmers, regardless of their own slavery type and regardless of the traits or slavery types of the other possible farmers. This appears to be an unintended repetition of of modifiers.
03_worker_jobs.txt, line 869-872
Code:
modifier = {
factor = 1.5
has_trait = trait_syncretic_proles
}
Change #3
A biological race that has robots (either through technology or the Mechanist origin) will find their robots will displace any worker in a strategic resource job, such as Mote Harvesting. This can be undesirable if the robot is better suited to a specific worker job such as farming or mining due to upgrades.
If a robot has a specialisation upgrade, it may be appropriate to reduce the job weighting for strategic resource jobs to allow other non-specalist robots or biologicals to take the job instead.
03_worker_jobs.txt, line 668 add the following modifier
Code:
modifier = {
factor = 0.1
OR = {
has_trait = trait_robot_harvesters
has_trait = trait_robot_propaganda_machines
has_trait = trait_robot_domestic_protocols
has_trait = trait_robot_superconductive
has_trait = trait_robot_power_drills
has_trait = trait_robot_emotion_emulators
has_trait = trait_robot_logic_engines
}
}
Note
This modifier also needs to be added after lines 558 and 451 to apply to Gas and Crystal jobs, respectively.
Big thanks to @abregado for taking the time to examine my bug reports, as well as coming up with these solutions and testing them. Unfortunately the bug reports are so old they don't seem to gather any traction on the bug report forum, but they are all still a problem in the current version of the game. These changes will probably help the AI with their economy, which is a nice bonus. Hopefully we can get some attention drawn to these easily fixable issues here.
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