Stellaris

Stellaris

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Job Priority Patch [latest]
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20 Aug, 2023 @ 7:43pm
10 Aug, 2024 @ 5:27pm
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Job Priority Patch [latest]

In 1 collection by Suzarr
Suzarr's Mods
24 items
Description
Mod Version 1.8, for Stellaris v3.12.5

This mod fixes several bugs in pop job weights, resulting in wasted pops or amenity and unemployment issues.

- Modified gestalt maintenance drone jobs so they lose priority when above an amenity threshold. (+20) This prevents an issue where all pops would get stuck filling the maintenance jobs for no good reason, leaving more useful jobs unfilled.
- Also removes the extra AI weight given to maintenance drones based on providing one unity if a certain tradition is taken. This is a little added bonus, not their purpose, and should never be a consideration for working this job over something more useful when amenity needs are met.
- Similar (but opposite) treatment as above applied to clerk jobs when dangerously low on amenities, and no better amenity-producing jobs are available. This prevents an issue where automated job management will just let planets go deeply negative and start to revolt, when the solution is readily available.
- Fixed resort workers not having an automod trait priority (which was deleted by mistake in v3.12.3 official).
- Fixed the duelist job having some of the weight modifiers of entertainer jobs missing, so the job priority was not being properly raised when low on amenities.
- Fixed the job weight "stickiness" modifier for steward jobs, which was referencing the manager job instead of itself, causing unstable pops and unemployment issues for users of the worker cooperative civic.



Part of Suzarr's collection of gameplay enhancements, balance tweaks, and bug fixes.
All mods in this collection are designed with modularity in mind, so you can pick and choose to use the components you like, and ignore the ones you don't. None of these mods depend on one another, compatibility with each other is guaranteed, and load order within the collection does not matter.

Finishing an old save on a Stellaris rollback version?
Check out my (Archive) for older versions that might be compatible.
9 Comments
Suzarr  [author] 27 Oct, 2024 @ 6:54am 
@AstroNinja Good question. It actually doesn't mess with "planet automation" in any way (to be clear, I'm referring to when you intentionally click that button over near the colony designation and ascensions, to turn on "automation"). That triggers a different set of logic which disables jobs when it thinks it doesn't need them, which this mod doesn't touch.

Specifically, the thing this mod does is correct some errors in the logic for *which jobs are filled* by pops, regardless of the planetary automation settings. So when a pop is in a specific strata and has a choice between two or more open jobs, let's say a clerk and a technician, it will choose to work the open clerk job if amenities are already negative, and choose to leave a maintenance drone job in favor of something productive if amenities are in excess of +20. Generally this means you will no longer (or at least less often) need to rely on prioritization and/or turning on crime/amenity automation in the first place.
AstroNinja 26 Oct, 2024 @ 2:55pm 
does this fix the planet automation's habit of de-priotizing enforcer jobs for no reason, even if the planet has a high crime rate?
Aphyxia 22 Jun, 2024 @ 12:55am 
Thanks a bunch!
Suzarr  [author] 21 Jun, 2024 @ 4:35pm 
@Aphyxia Turns out the vanilla duelist job specifically was missing a weight modifier that the entertainer and other amenity-producing jobs had, so I added that in to bring it in line with its peers. That issue should be fixed now, and the mod has been updated.
Suzarr  [author] 20 Jun, 2024 @ 11:19am 
@Aphyxia Good to know, thanks. I'll work in a similar adjustment for the dedicated entertainer-type jobs in the next update.
Aphyxia 20 Jun, 2024 @ 6:32am 
To clarify, I have a problem with the entertainer (specifically duelist) jobs. As a simplified example. I have no priorities set on an industrial world and have 8/8 artisans filled up but 0/2 duelists, resulting in -5 amenities and stability negatives.
Suzarr  [author] 19 Jun, 2024 @ 2:48pm 
@Aphyxia Yes, assuming the entertainer jobs are already filled and you are still negative on amenities, this mod will raise the priority of clerk jobs until your net amenities are between 1 and 5.

It doesn't raise their priority if you have open entertainer/duelist/healthcare jobs available though. If you're saying the game is refusing to even work entertainer jobs and letting it go negative, that's an issue I wasn't aware of but would be easy to fix. Please let me know if that's the case and I'll definitely work it in when I bring the mod up to date again soon.
Aphyxia 19 Jun, 2024 @ 2:31pm 
I'm playing an individualist machine with the duelist civic. I have holotheathers on planets but with or without planet automation, the game thinks it's okay to be at -5 amenities but that causes low stability with machines. Is this possible to fix in the scope of this mod?
MrChurch 28 May, 2024 @ 11:20am 
My machine gestalt empire thanks you for this.