Stellaris

Stellaris

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[Deprecated] Enslaved Technician Job Priority Fix
   
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11 May, 2021 @ 11:18pm
23 Feb, 2022 @ 8:28pm
9 Change Notes ( view )

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[Deprecated] Enslaved Technician Job Priority Fix

Description
DEPRECATED: Paradox has applied this fix in 3.3 "Libra" - if you have that version or higher, you do not need this mod. It remains listed for players who choose to play the 3.2 "Herbert" and 3.1 "Lem" versions of Stellaris.

Overview
Are your (non-domestic) slaves refusing to take Technician jobs? This mod will get them back to work producing wealth for their owners.

Changes
This mod replaces the common/pop_jobs/03_worker_jobs.txt file that defines most worker-strata jobs. The only change is to modify the weight condition for the technician job for enslaved populations (that are not domestic slaves). The condition was incorrectly a NOR which requires every condition to be false (in this case, four flavors of energy credit traits) - this means that slaves without energy-enhancing traits will more strongly prefer being technicians. This is the opposite of what should be intuitively happening. To fix this inverted rule, the condition is changed to an OR which applies the bonus weight when an eligible pop has any of the eligible traits.

Compatibility
If you use StarNet AI or StarTech AI, you do not need this mod. In fact, it will mess up the custom job re-weighting in that mod because they alter the same file.

Because it replaces a core Stellaris file, this mod is inherently incompatible with any other mods that overwrite the same file. Generally, any mod that alters the default worker jobs will not be compatible with this one. Altering jobs for other strata should work as expected because they are defined in other files.

Built for Stellaris version 3.2 "Herbert." This mod is not compatible with achievements because it overwrites a core Stellaris file.

When to Install
This mod can be safely added or removed from your savegame after the game has started. It only alters one worker job to fix the priority. If you remove it, your game will work normally.

Changelog
See Change Notes

Source Code
Hosted on Github[github.com]
10 Comments
corsairmarks  [author] 13 Jun, 2021 @ 8:23am 
@tmaekler I believe they check their relative job weights daily, and also when you increase/decrease priority on a job.

To prevent constant churn, most jobs have a slight priority boost for pops that are already in that job.
WHR | TMaekler 13 Jun, 2021 @ 12:21am 
Is there a documentation around which explains when pops switch between jobs due to the weight system? Or do I have to figure that out by looking into the source files?
corsairmarks  [author] 12 Jun, 2021 @ 4:57pm 
@dekeche That's another way to increase job priority for slaves. My intention with this mod was to fix the OR -> NOR error that happened on the technician job. The result is that slaves (but not domestic servants) with Syncretic Proles, Numistic Administration, Superconductive, and/oror Ingenious strongly prefer (factor 8) being a technician when previously they would avoid technician jobs if they had those traits.
dekeche 12 Jun, 2021 @ 3:03pm 
Not sure if this fixes the problem entirely, I needed to add
modifier = {
factor = 10
is_enslaved = yes
can_take_servant_job = no
}
To the weights before my slaves would take technician jobs.
corsairmarks  [author] 22 May, 2021 @ 3:48pm 
@QOMRADEQUEER When 3.0.3 launched, I did a compare of both files. There are a lot of changes in the 03_worker_jobs.txt file, but unfortunately not this one.

This mod is fully up-to-date with 3.0.3 though!
QOMRADEQUEER 22 May, 2021 @ 10:52am 
Do you happen to know if this was addressed by the release for 3.0.3? They mentioned "
fixing" tech job weighting, but didn't specifically mention slavery, so I am unsure.
WHR | TMaekler 12 May, 2021 @ 8:45am 
Alright. Thanks ;-)
corsairmarks  [author] 12 May, 2021 @ 8:20am 
Excuse me - I messed up my directions. The original gameplay is on the left and the modded gameplays is on the right .
corsairmarks  [author] 12 May, 2021 @ 8:18am 
@tmaekler This is a bug in the game. Slave species (other than domestic servants) will effectively avoid taking technician jobs if they have Ingenious, Superconductive, Numistic Administration, or Syncretic Proles.

Check out the tooltips in the listing image. The right-hand image shows the default gameplay - the slave species has Ingenious, but it has a higher weight wanting to be a Miner or Farmer than a Technician. The right-hand side of the image shows the same situation but with this mod - the slave species now properly wants to be Technicians the most.
WHR | TMaekler 12 May, 2021 @ 7:16am 
So is this just a fix for your playstyle or a general bug of the game?!?