Stellaris

Stellaris

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Better Job Priorities - FGRaptor
   
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8 Dec, 2018 @ 5:52am
30 Dec, 2018 @ 1:22am
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Better Job Priorities - FGRaptor

In 1 collection by FGRaptor
Mods by FGRaptor - Old and Archived Mods
7 items
Description
Better Job Priorities


Updated for Stellaris v2.2.2



Description
This mod aims to fix the problems with job assignment on planets (until Paradox hopefully fixes it themselves).

Update:
After 2.2.2 still some issues remain (at least in my opinion), so this mod will stay active and continue to fix those issues. See below for what is still being changed by this mod and what is no longer changed.

Current features:
- Technician now checks for Ingenious trait instead of Thrifty Part of 2.2.2 now, thanks Devs!
- Slaves will only prefer to take Miner or Farmer jobs if there are no unemployed Robots, otherwise they prefer other jobs (This should fix unemployed Robots sitting around while jobs are open which only Organics could fill) *Removed while checking for problems and to see if the changes done by the devs help with this already*
- Jobs for Unity and Research now also check for Brain Slugs trait: Preacher, Priest, Culture Worker, Manager, Entertainer, High Priest, Administrator, Head Researcher
- These jobs should also check for brain slugs, but are not yet fixed by the mod due to current weighting issues: Enforcer, Telepath, Executive; Gestalt Consciousness jobs
- Hopefully a fix for problems with servile species being assigned over other species with better bonuses for resources (Note: you might have to close all worker jobs and then reopen them from the top to the bottom to properly "refresh" the worker assignment. I'm trying to weak the weights to work better, but will have to change a lot of the default values for that)
- Pops are more likely to take on Enforcer jobs when crime is at 50% or above
- Pops are more likely to take on any resource producing job when your monthly income for that resource is negative (Clerks will have higher priority to switch jobs to this one instead of being lazy) *Removed again due to problems*
- Slightly increased chance that Pops will change jobs *Removed again due to problems*

!General note to fix wrong assignments!
Update: A job reassignment check is run at the end of every month - so you can also wait for that. With the update now to make job changes more likely, that might already solve your assignment issues!

The current problem (and I have not found a good way to fix it yet) is that pops will only change jobs if there is a strong pull to another job. Since all jobs are kind of balanced between each other with some exceptions (like clerks being lower priority), this means that if you have a wrong assignment it will not fix itself.
You can however force the assignment to fix itself (and also make sure the fixes from this mod get applied) by closing all relevant jobs (e.g. all Worker jobs) by clicking on the small arrow down (lower priority it says in the game) and then re-opening them by clicking on the small arrow up.
I found it works best to open them from the top to the bottom, but your mileage may vary.
Also for example when you have wrong pops somewhere then close the relevant jobs and reopen them. Example:
- a robot is working as technician with no special production bonus, when a slave would produce more
- there are enough slaves available as clerks
- close clerk jobs to get a free slave
- close technicians until robot is unemployed
- reopen technicians and clerks
- all should now be assigned properly

Save Game Compatibility
Should be save to install and remove during running games (I had no problems so far).

Mod Compatibility
This overwrites 3 file.
common\pop_jobs\01_ruler_jobs.txt
common\pop_jobs\02_specialist_jobs.txt
common\pop_jobs\03_worker_jobs.txt
Thus it will be incompatible with any mod overwriting the same files.
Popular Discussions View All (2)
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4 Jan, 2019 @ 8:06am
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16 Mar, 2019 @ 8:48am
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FGRaptor
93 Comments
BasJack 15 Feb @ 2:17pm 
Does not work, people just stay unemployed
UncleYar 3 Jan, 2022 @ 1:00am 
This mod is still needed, an update would be appreciated. I noticed robots with a bonus to energy production (Superconductor) trait are not assigned to energy-producing jobs in priority, even though there are no other bonuses in play or any reason for them ending up cutivating vegetables instead...
toast 7 Mar, 2021 @ 7:36am 
Anyone know if this works at all?
Doomwarrior 31 Dec, 2019 @ 7:30am 
you can always download the mod and use the files from the download they are practically identical
trolface1245 12 Nov, 2019 @ 3:34am 
Can you give me a github link or other to have a look at your mods code ?
FGRaptor  [author] 28 May, 2019 @ 11:14pm 
Yes the mod doesn't work right now, at least not fully, since a lot changed with jobs since 2.2.2
I'll have another look at what Paradox has done now and if I see a need to fix something
Zanyth 28 May, 2019 @ 6:47pm 
Just an FYI, this mod breaks the Warrior Culture civic, preventing Duelist jobs from being created (example: Holo-Theatres create no jobs at all). I tested this with and without this mod on a otherwise vanilla setup, so I'm certain the issue is with the mod.
Procyon 28 May, 2019 @ 10:40am 
is this mod still working?
mazrados 28 May, 2019 @ 4:21am 
It's fixed by Glavious AI mod but if someone needs only this fix, it might be usefull if you handle it.
FGRaptor  [author] 28 May, 2019 @ 2:51am 
Not sure if this is still needed, but sounds like robots are still wonky? I will check into how the situation looks now.