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Vandicus

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I've seen it work for merchants(thrifty pops show as producing 10 instead of 8). It may be they've rigged it to go through something else, like a check for the trait, as trade value doesn't benefit from modifiers to job productivity and such as far as I can tell.
 

sillyrobot

General
Jul 18, 2015
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Its effect is attached to the job rather than the pop:

From common/pop_jobs/03_worker_jobs.txt, the clerk entry has the following tidbit:

triggered_planet_modifier = {
potential = {
OR = {
has_trait = trait_thrifty
has_trait = trait_nuumismatic_administration
}
}
modifier = {
trade_value_add = 0.5
}
}
 
Last edited:

Ryika

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Thrifty works just fine, it's just coded directly into the jobs instead of being a proper modifier - that's also the case for the effects of repugnant and charismatic, as can be seen in these parts of the clerk code:

Code:
clerk = {

[...]
 
    planet_modifier = {
        planet_amenities_add = 2
        trade_value_add = 2
    }
    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 = {
            OR = {
                has_trait = trait_thrifty
                has_trait = trait_nuumismatic_administration
            }
        }
        modifier = {
            trade_value_add = 0.5
    } 

[...]

}

The same is also true for a lot of Civics and similar effects, depending on what the devs are trying to achieve, the implementation can take a whole array of different forms.

To check whether an effect that has no modifier is actually active or not, you pretty much have to open the whole common and script folders in a text editor such as Notepad++ and then do a bulk-search for the trait name. Something will most likely show up.
 

Urza1234

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Thrifty works just fine, it's just coded directly into the jobs instead of being a proper modifier - that's also the case for the effects of repugnant and charismatic, as can be seen in these parts of the clerk code:

Code:
clerk = {

[...]

    planet_modifier = {
        planet_amenities_add = 2
        trade_value_add = 2
    }
    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 = {
            OR = {
                has_trait = trait_thrifty
                has_trait = trait_nuumismatic_administration
            }
        }
        modifier = {
            trade_value_add = 0.5
    }

[...]

}

The same is also true for a lot of Civics and similar effects, depending on what the devs are trying to achieve, the implementation can take a whole array of different forms.

To check whether an effect that has no modifier is actually active or not, you pretty much have to open the whole common and script folders in a text editor such as Notepad++ and then do a bulk-search for the trait name. Something will most likely show up.
Yep, as screenshot of me trying to mod:
bluJGyt.png

JrD6jpz.png

I've got over 200 stellaris tabs open, just from bulk searching trying to make sure I understand how a particular command or object is used, can be used, its syntax, etc, then reading the file its in. I'm not even going to count how many of those searches I have open.

I understand this kind of thing is not unusual for people who have fallen down the stellaris-modding rabbit hole
 

DeadEyeTucker

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Okay nevermind. The last game I'd played it wasn't working on Clerk jobs at least and I didn't see anything about a fix in the last patch notes or two. So I went into the code and saw there was no modifier for it unlike other traits so assumed it still wasn't working. Starting a new game I now see that Thrifty is working on Clerk jobs. Coolio
 

Ciderglove

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Hang on, if the trait is applied directly to the job, rather than the production, then how does that work for multi-species planets? If one species is Thrifty and another is not, does that mean that all Clerk jobs produce extra Trade Value?
 

sillyrobot

General
Jul 18, 2015
1.859
3.584
Hang on, if the trait is applied directly to the job, rather than the production, then how does that work for multi-species planets? If one species is Thrifty and another is not, does that mean that all Clerk jobs produce extra Trade Value?

The script is checked for every clerk in a colony. Every individual clerk who has the trait adds a small amount to the colony trade value.