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Pre-FTL Jobs possible for player empire?
Similar to Armies, is it possible to get Pre-FTL jobs (like Hunter-Gatherer, Peasant, etc) for a player empire?
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Geoff 12 Jan @ 3:12pm 
Originally posted by Proxy:
Similar to Armies, is it possible to get Pre-FTL jobs (like Hunter-Gatherer, Peasant, etc) for a player empire?
Yeah, it's possible.

The relevant file is common/pop_jobs/05_primitive_jobs.txt. an example snippet looks like this:
hunter_gatherer = { category = worker is_capped_by_modifier = no clothes_texture_index = 2 possible_pre_triggers = { has_owner = yes is_sapient = yes } possible = { owner = { is_primitive = yes has_country_flag = stone_age } }

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:
owner = { OR = { is_regular_empire = yes AND = { is_primitive = yes has_country_flag = stone_age } } }
That would make the job available if you're a regular empire or if you're stone age primitives. At any rate, how you tailor the conditional would be up to you. Or if you want it to be available to literally anyone just delete it altogether.

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.
Proxy 12 Jan @ 3:14pm 
Thanks!
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