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Updated to hopefully prevent anything less than synthetic from taking the jobs
Synths will be able to take Researcher jobs, too.
Its not just pacifist, all "Jobs" do something now. Some better than others admittedly but I tried to make it thematically fit and not just everything produces basically the same boost/s
Ok sooo... I have no idea about the bug. Ive tried with synths to set them to need a specific citizenship type (like what keeps bio-trophies from working) but that didnt stop them sooo...
E.g. if I'm an Authoritarian Materialist, there should be no Authoritarian pops in my Materialist friendship gulag. Only pops with non-conforming ethics would be en-gulag'd.
I do like the pacifist one being a little stronger -- they need love.
The Pacifist one produces unity at least.
It'd be cool if the jobs produced a little Unity or reduced Crime a bit ... nobody wants to be sent to there, so they behave a little better.
Just idk when
Fixed Xenophile Worker job break blocking itself, Militarist & Pacifist jobs from applying.
Updated pop jobs to produce resources or effects.
@LordZarmack, I dont trust the ai to use anything correctly. I could put in some weights but its better if the ai just focues on its normal stuff.