Stellaris

Stellaris

!Fallen Empire Pop Job/Purge Fixes
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Update: 10 Jun, 2020 @ 2:15pm

* Still more fixes to ensure Protector job weight doesn't overflow
* Fixed Precursor pops being a bit more stubborn to change jobs then they should have
** This includes hedonist (and other idle jobs) not actually moving to worker class jobs during a crisis if they are already engaging in hedonism, they just won't pick it up over worker class jobs
** Also, spiritualist FE won't be as willing to stop doing "acolyte of the workshop" if low on consumer goods
* Refactored the "is there a precursor pop on the planet" check into a scripted trigger, which should hopefully improve performance (as the same compiled block can be used multiple places)
** As a side effect of this, several cases of "count_pops" were replaced with "any_owned_pop", the latter being more efficient as it early outs as soon as it finds one

Update: 8 Jun, 2020 @ 8:07am

* Awakened empires are now willing to swallow their pride and take up worker jobs if they are encountering a shortage of energy, minerals, or food. (Once they reestablish their surplus, they will go back to their hedonistic ways)
* Fixed up Machine fallen empire jobs to also deprioritize their idle job (maintenance bot) once awakened (unless they are running low on amenities)
* Fixed up several inconsistencies for the machine fallen empire
* Fixed possible job weight overflow of protector jobs
* Fixed a couple of cases where I was calling a scripted trigger without first checking the mod that defines it is currently loaded

Update: 27 May, 2020 @ 1:32pm

* Appropriation now works sensibly for Fallen Empires (will pull low priority precursor jobs to appropriate, instead of nearly nothing)
** While I was at it, I also made it so that gestalts could disable appropriation
* Normal pops can take up the precursor capital administration jobs if there are no precursor pops on the planet (such pops get ruler stratum, not precursor stratum)
* Normal pops can take up the precursor protector jobs, but they have a sharply reduced priority compared to precursor pops (precursor pops will kick them out of that job). Such pops will have specialist stratum, not precursor

Update: 16 May, 2020 @ 12:42pm

* Overrides the whole 07_fallen_empire_jobs.txt
** Spiritualist FE district acolyte jobs have weights based on need and species traits, like normal district jobs do.
** Spiritualist FE acolyte jobs have the level as what they are "offshoots" of, so they fill in specialist pops over district jobs
** If Meaningful Crime is installed, then protectors and guardian job weights will be reactive to the current crime on the planet

Update: 15 May, 2020 @ 5:01pm

* Fixed multiple other issues involving the AI not demoting living standards when it probably should do so

Update: 15 May, 2020 @ 4:41pm

* Fixes an obnoxious issue where egalitarian empires would start with utopian abundance living standards, which is a bit much to ask of early game economy.

Update: 12 May, 2020 @ 8:08am

* Updated to 2.7

Update: 7 May, 2020 @ 7:00am

* Soldier jobs are more likely to be taken or kept if the country is at war or if there is a crisis occuring

Update: 6 May, 2020 @ 8:18pm

* Updated Starnet AI compatibility
* Fallen/Awakened empires will only loosen restrictions on ruler jobs and taking worker jobs during the crisis proper, not forever after it started (unless they were Guardian of the Galaxy)
* Fanatic Egalitarian and Fanatic Pacifist AIs will set allow all refugees policy, unless they are any flavor of xenophobe.

Update: 2 May, 2020 @ 8:44am

* Replaced uses of "has_monthly_income" with "resource_income_compare" because "has_monthly_income" drops to 0 if the resource cap is hit, which usually isn't what you want. "resource_income_compare" does not
** Thanks to slv_starnet for pointing this out