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The relevant file is common/pop_jobs/05_primitive_jobs.txt. an example snippet looks like this:
So that little bit of code where I stopped is your key screening function - it says the job is impossible if the empire type is not primitive and does not have the "stone_age" country flag.
So, you can either broaden that criteria by putting it in an OR statement:
After that, there's the issue of HOW a pop becomes a hunter-gatherer. You can either define the job to be "uncapped by modifier" in which case it will work like unemployment or servant jobs - as long as the criteria are fulfilled on a planet then any pop can take the job if it doesn't have something more important to do.
Alternatively, you can cause buildings to create a fixed number of jobs... I dunno like... create a "pastoral commune" building and have it create two hunter_gatherer jobs.
Alternatively, you can also just create a parallel copy of the job: advanced_hunter_gatherer - and then use that for non-primitive nations while leaving the architecture for primitive jobs untouched.