Stellaris

Stellaris

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Grass's Hybrid Jobs
   
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File Size
Posted
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3.455 MB
29 Jan, 2024 @ 11:43am
8 Apr, 2024 @ 10:11pm
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Grass's Hybrid Jobs

Description
This mod adds three combinations of hybrid jobs that have their production split between two possible abstract resources of the following three: naval, research, and unity.

New jobs are available in special buildings.

Gestalt, Megacorp, Militarist, Materialist, and Spiritualist get enhanced versions of these jobs.

Empires with a Necro Origin, Civic, or Ascension Perk get access to Mortuary buildings that give jobs providing: unity, amenities, and large amounts of society research.

Each job's building has 2 upgrades with 2/4/6 jobs. Each upgrade is unlocked with either resources equivalent tech unlock.

Jobs only have one economic category and retain the triggered modifiers for their respective category except for any naval jobs which always retains all soldier modifiers and megacorp jobs which gets some trader bonuses.

None of the overwrites are absolutely essential for the function of the mod.
Vanilla Overwrites:
Fortress and Fortress habitat Colony Designations
Museum Exhibits Decision
Soldiers Economic Category

Other Mod Overwrites:
Planetary Diversity Arcology Beta Naval Arcology Districts
Planetary Diversity Ascension Worlds Necro Planet Static Modifier
6 Comments
bluecheese2257 13 Aug, 2024 @ 9:35pm 
works for 3.12?
GRASS  [author] 18 Mar, 2024 @ 10:07am 
Oh that's my bad I uploaded the wrong version before I fixed a bracket, thanks for letting me know.
Crossblue #1863 18 Mar, 2024 @ 3:33am 
Whatever broke is fixed, it was creating additional buildings named stats like "mineral upkeep" etc. and htey were broken
GRASS  [author] 17 Mar, 2024 @ 8:13pm 
What exactly is jacked up? I've been making changes to the job's production values to be more inline with the vanilla changes that were happening to research in 3.12 if that is what you mean but if there is an issue let me know and I'll look into it.
Crossblue #1863 11 Mar, 2024 @ 12:48pm 
I have no idea what happened, yesterday the mod was working just fine, but I woke up this morning and it's all jacked up
GRASS  [author] 10 Feb, 2024 @ 10:43am 
If anyone has found any bugs or has any suggestions let me know!