################### # Basic Jobs ################### clerk = { category = worker condition_string = WORKER_JOB_TRIGGER building_icon = building_residence clothes_texture_index = 2 possible_pre_triggers = { has_owner = yes is_being_purged = no is_being_assimilated = no is_sapient = yes } possible = { worker_job_check_trigger = yes } planet_modifier = { planet_amenities_add = 2 trade_value_add = 4 } triggered_planet_modifier = { potential = { OR = { has_trait = trait_robot_domestic_protocols has_trait = trait_charismatic } } modifier = { planet_amenities_add = 0.4 } } triggered_planet_modifier = { potential = { has_trait = trait_repugnant } modifier = { planet_amenities_add = -0.4 } } triggered_planet_modifier = { potential = { has_trait = trait_thrifty } modifier = { trade_value_add = 1 } } triggered_planet_modifier = { potential = { has_trait = trait_nuumismatic_administration } modifier = { trade_value_add = 1 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_tradition = tr_mercantile_trickle_up_economics } } modifier = { trade_value_add = 1 } } triggered_planet_modifier = { potential = { has_trait = trait_thrifty exists = owner owner = { has_tradition = tr_mercantile_trickle_up_economics } } modifier = { trade_value_add = 0.25 } } triggered_planet_modifier = { potential = { has_trait = trait_nuumismatic_administration exists = owner owner = { has_tradition = tr_mercantile_trickle_up_economics } } modifier = { trade_value_add = 0.1 } } weight = { weight = @clerk_job_weight modifier = { factor = 0.25 is_enslaved = yes can_take_servant_job = no NOR = { has_trait = trait_nuumismatic_administration has_trait = trait_thrifty } } modifier = { factor = 2 OR = { is_non_sapient_robot = yes is_shackled_robot = yes } can_take_servant_job = no } modifier = { factor = 1.5 OR = { has_trait = trait_thrifty has_trait = trait_nuumismatic_administration } } modifier = { factor = 0.1 can_take_servant_job = yes } modifier = { factor = 1.5 OR = { has_trait = trait_robot_domestic_protocols has_trait = trait_charismatic } } modifier = { factor = 0.5 has_trait = trait_repugnant } modifier = { factor = 0.5 exists = owner owner = { is_fallen_empire = yes } } } } technician = { category = worker condition_string = WORKER_JOB_TRIGGER building_icon = building_energy_grid clothes_texture_index = 2 possible_pre_triggers = { has_owner = yes is_being_purged = no is_being_assimilated = no is_sapient = yes } possible = { worker_job_check_trigger = yes owner = { is_gestalt = no } } resources = { category = planet_technician produces = { energy = 6 } produces = { trigger = { owner = { is_robot_empire = yes } } energy = 2 } } weight = { weight = @worker_job_weight modifier = { factor = 2 OR = { has_trait = trait_robot_superconductive has_trait = trait_ingenious has_trait = trait_nuumismatic_administration } } modifier = { factor = 8 is_enslaved = yes can_take_servant_job = no NOR = { has_trait = trait_syncretic_proles has_trait = trait_nuumismatic_administration has_trait = trait_robot_superconductive has_trait = trait_ingenious } } modifier = { factor = 2 OR = { is_non_sapient_robot = yes is_shackled_robot = yes } can_take_servant_job = no } modifier = { factor = 0.25 can_take_servant_job = yes } modifier = { factor = 1.5 has_trait = trait_syncretic_proles } modifier = { factor = 4 species = { has_species_flag = racket_species_flag } } modifier = { factor = 1.2 has_trait = trait_very_strong } modifier = { factor = 1.1 has_trait = trait_strong } modifier = { factor = 0.9 has_trait = trait_weak } modifier = { factor = 1.3 has_trait = trait_psionic } modifier = { factor = 1.2 has_trait = trait_latent_psionic } modifier = { factor = 1.5 has_trait = trait_presapient_earthbound } modifier = { factor = 1.1 OR = { has_trait = trait_robust has_trait = trait_robot_efficient_processors } } modifier = { factor = 1.1 has_trait = trait_nerve_stapled } modifier = { factor = 1.5 has_trait = trait_void_dweller_1 exists = planet planet = { is_planet_class = pc_habitat } } modifier = { factor = 0.85 has_trait = trait_void_dweller_1 exists = planet planet = { is_artificial = no } } #modifier = { # factor = 500 # planet = { # owner = { # is_megacorp = yes # } # } #} # low income modifier modifier = { factor = 250 #OR = { # is_unemployed = yes # has_job = "technician" #} exists = planet planet = { has_available_jobs = "technician" } exists = owner owner = { is_ai = yes has_monthly_income = { resource = energy value < 20 } } } modifier = { factor = 0.75 has_trait = trait_necrophage } } } miner = { category = worker condition_string = WORKER_JOB_TRIGGER building_icon = building_mineral_purification_plant clothes_texture_index = 2 possible_pre_triggers = { has_owner = yes is_being_purged = no is_being_assimilated = no is_sapient = yes } possible = { hidden_trigger = { exists = owner } worker_job_check_trigger = yes owner = { is_gestalt = no } } resources = { category = planet_miners produces = { minerals = 4 } } weight = { weight = @worker_job_weight modifier = { factor = 3 OR = { has_trait = trait_industrious has_trait = trait_robot_power_drills } } modifier = { factor = 10 is_enslaved = yes can_take_servant_job = no } modifier = { factor = 3 OR = { is_non_sapient_robot = yes is_shackled_robot = yes } can_take_servant_job = no owner = { has_technology = tech_droid_workers } } modifier = { factor = 200 OR = { is_non_sapient_robot = yes is_shackled_robot = yes } can_take_servant_job = no owner = { NOT = { has_technology = tech_droid_workers } } } modifier = { factor = 0.25 can_take_servant_job = yes } modifier = { factor = 2 species = { has_species_flag = racket_species_flag } } modifier = { factor = 1.2 has_trait = trait_very_strong } modifier = { factor = 1.1 has_trait = trait_strong } modifier = { factor = 0.9 has_trait = trait_weak } modifier = { factor = 1.5 has_trait = trait_syncretic_proles } modifier = { factor = 1.4 has_trait = trait_presapient_proles } modifier = { factor = 1.1 OR = { has_trait = trait_robust has_trait = trait_robot_efficient_processors } } modifier = { factor = 1.1 has_trait = trait_nerve_stapled } modifier = { factor = 1.5 has_trait = trait_void_dweller_1 exists = planet planet = { is_planet_class = pc_habitat } } modifier = { factor = 0.85 has_trait = trait_void_dweller_1 exists = planet planet = { is_artificial = no } } # low income modifier modifier = { factor = 1.1 #OR = { # is_unemployed = yes # has_job = "miner" #} exists = planet planet = { has_available_jobs = "miner" } exists = owner owner = { is_ai = yes has_monthly_income = { resource = minerals value < 0 } } } modifier = { factor = 0.75 has_trait = trait_necrophage } } } crystal_miner = { category = worker condition_string = WORKER_JOB_TRIGGER building_icon = building_crystal_mines clothes_texture_index = 2 possible_pre_triggers = { has_owner = yes is_being_purged = no is_being_assimilated = no is_sapient = yes } possible = { worker_job_check_trigger = yes owner = { is_gestalt = no } } resources = { category = planet_miners produces = { rare_crystals = 2 } upkeep = { trigger = { exists = owner owner = { has_edict = mining_subsidies } } energy = 0.5 } } weight = { weight = @specialist_job_weight # Important job modifier = { factor = 10 is_enslaved = yes can_take_servant_job = no } modifier = { factor = 2 OR = { is_non_sapient_robot = yes is_shackled_robot = yes } can_take_servant_job = no owner = { has_technology = tech_droid_workers } } modifier = { factor = 200 OR = { is_non_sapient_robot = yes is_shackled_robot = yes } can_take_servant_job = no owner = { NOT = { has_technology = tech_droid_workers } } } modifier = { factor = 0.1 can_take_servant_job = yes } modifier = { factor = 5 has_trait = trait_syncretic_proles } modifier = { factor = 2 species = { has_species_flag = racket_species_flag } } modifier = { factor = 3 has_trait = trait_very_strong } modifier = { factor = 1.5 has_trait = trait_strong } modifier = { factor = 0.1 has_trait = trait_weak } modifier = { factor = 3 OR = { has_trait = trait_robust has_trait = trait_robot_efficient_processors } } modifier = { factor = 1.5 has_trait = trait_void_dweller_1 exists = planet planet = { is_planet_class = pc_habitat } } modifier = { factor = 0.85 has_trait = trait_void_dweller_1 exists = planet planet = { is_artificial = no } } modifier = { factor = 3 has_trait = trait_nerve_stapled } modifier = { factor = 0.75 has_trait = trait_necrophage } } } gas_extractor = { category = worker condition_string = WORKER_JOB_TRIGGER building_icon = building_gas_extractors clothes_texture_index = 2 possible_pre_triggers = { has_owner = yes is_being_purged = no is_being_assimilated = no is_sapient = yes } possible = { worker_job_check_trigger = yes } resources = { category = planet_miners produces = { exotic_gases = 2 } upkeep = { trigger = { exists = owner owner = { has_edict = mining_subsidies } } energy = 0.5 } } weight = { weight = @specialist_job_weight # Important job modifier = { factor = 10 is_enslaved = yes can_take_servant_job = no } modifier = { factor = 2 OR = { is_non_sapient_robot = yes is_shackled_robot = yes } can_take_servant_job = no owner = { has_technology = tech_droid_workers } } modifier = { factor = 200 OR = { is_non_sapient_robot = yes is_shackled_robot = yes } can_take_servant_job = no owner = { NOT = { has_technology = tech_droid_workers } } } modifier = { factor = 0.1 can_take_servant_job = yes } modifier = { factor = 5 has_trait = trait_syncretic_proles } modifier = { factor = 2 species = { has_species_flag = racket_species_flag } } modifier = { factor = 3 has_trait = trait_very_strong } modifier = { factor = 1.5 has_trait = trait_strong } modifier = { factor = 0.1 has_trait = trait_weak } modifier = { factor = 3 OR = { has_trait = trait_robust has_trait = trait_robot_efficient_processors } } modifier = { factor = 1.5 has_trait = trait_void_dweller_1 exists = planet planet = { is_planet_class = pc_habitat } } modifier = { factor = 0.85 has_trait = trait_void_dweller_1 exists = planet planet = { is_artificial = no } } modifier = { factor = 3 has_trait = trait_nerve_stapled } modifier = { factor = 0.75 has_trait = trait_necrophage } } } mote_harvester = { category = worker condition_string = WORKER_JOB_TRIGGER building_icon = building_mote_harvesting_traps clothes_texture_index = 2 possible_pre_triggers = { has_owner = yes is_being_purged = no is_being_assimilated = no is_sapient = yes } possible = { worker_job_check_trigger = yes } resources = { category = planet_miners produces = { volatile_motes = 2 } upkeep = { trigger = { exists = owner owner = { has_edict = mining_subsidies } } energy = 0.5 } } weight = { weight = @specialist_job_weight # Important job modifier = { factor = 10 is_enslaved = yes can_take_servant_job = no } modifier = { factor = 2 OR = { is_non_sapient_robot = yes is_shackled_robot = yes } can_take_servant_job = no owner = { has_technology = tech_droid_workers } } modifier = { factor = 200 OR = { is_non_sapient_robot = yes is_shackled_robot = yes } can_take_servant_job = no owner = { NOT = { has_technology = tech_droid_workers } } } modifier = { factor = 0.1 can_take_servant_job = yes } modifier = { factor = 5 has_trait = trait_syncretic_proles } modifier = { factor = 2 species = { has_species_flag = racket_species_flag } } modifier = { factor = 3 has_trait = trait_very_strong } modifier = { factor = 1.5 has_trait = trait_strong } modifier = { factor = 0.1 has_trait = trait_weak } modifier = { factor = 3 OR = { has_trait = trait_robust has_trait = trait_robot_efficient_processors } } modifier = { factor = 1.5 has_trait = trait_void_dweller_1 exists = planet planet = { is_planet_class = pc_habitat } } modifier = { factor = 0.85 has_trait = trait_void_dweller_1 exists = planet planet = { is_artificial = no } } modifier = { factor = 3 has_trait = trait_nerve_stapled } modifier = { factor = 0.75 has_trait = trait_necrophage } } } farmer = { category = worker condition_string = WORKER_JOB_TRIGGER building_icon = building_food_processing_facility clothes_texture_index = 2 possible_pre_triggers = { has_owner = yes is_being_purged = no is_being_assimilated = no is_sapient = yes } possible = { hidden_trigger = { exists = owner } worker_job_check_trigger = yes owner = { is_gestalt = no } } resources = { category = planet_farmers produces = { food = 6 } produces = { trigger = { exists = owner owner = { is_robot_empire = yes } } food = -1 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_valid_civic = civic_agrarian_idyll } } modifier = { planet_amenities_add = 2 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_valid_civic = civic_agrarian_idyll } OR = { has_trait = trait_robot_domestic_protocols has_trait = trait_charismatic } } modifier = { planet_amenities_add = 0.4 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_valid_civic = civic_agrarian_idyll } has_trait = trait_repugnant } modifier = { planet_amenities_add = -0.4 } } weight = { weight = @worker_job_weight modifier = { factor = 3 OR = { has_trait = trait_robot_harvesters has_trait = trait_agrarian } } modifier = { factor = 1.1 owner = { has_valid_civic = civic_agrarian_idyll } } modifier = { factor = 10 is_enslaved = yes can_take_servant_job = no } modifier = { factor = 3 OR = { is_non_sapient_robot = yes is_shackled_robot = yes } can_take_servant_job = no owner = { has_technology = tech_droid_workers } } modifier = { factor = 200 OR = { is_non_sapient_robot = yes is_shackled_robot = yes } can_take_servant_job = no owner = { NOT = { has_technology = tech_droid_workers } } } modifier = { factor = 0.25 can_take_servant_job = yes } modifier = { factor = 2 has_trait = trait_syncretic_proles } modifier = { factor = 1.2 has_trait = trait_very_strong } modifier = { factor = 1.1 has_trait = trait_strong } modifier = { factor = 0.9 has_trait = trait_weak } modifier = { factor = 1.5 has_trait = trait_syncretic_proles } modifier = { factor = 1.4 has_trait = trait_presapient_proles } modifier = { factor = 1.1 OR = { has_trait = trait_robust has_trait = trait_robot_efficient_processors } } modifier = { factor = 1.1 has_trait = trait_nerve_stapled } modifier = { factor = 1.5 owner = { has_valid_civic = civic_agrarian_idyll } OR = { has_trait = trait_robot_domestic_protocols has_trait = trait_charismatic } } modifier = { factor = 0.5 owner = { has_valid_civic = civic_agrarian_idyll } has_trait = trait_repugnant } modifier = { factor = 1.5 has_trait = trait_void_dweller_1 exists = planet planet = { is_planet_class = pc_habitat } } modifier = { factor = 0.85 has_trait = trait_void_dweller_1 exists = planet planet = { is_artificial = no } } # low income modifier modifier = { factor = 1.2 #OR = { # is_unemployed = yes # has_job = farmer #} exists = planet planet = { has_available_jobs = farmer } exists = owner owner = { is_ai = yes has_monthly_income = { resource = food value < 10 } } } modifier = { factor = 0.5 has_trait = trait_lithoid owner = { is_lithoid_empire = yes has_monthly_income = { resource = food value >= 0 } } } modifier = { factor = 0.75 has_trait = trait_necrophage } } } soldier = { category = worker condition_string = SOLDIER_JOB_TRIGGER building_icon = building_stronghold clothes_texture_index = 4 country_modifier = { country_naval_cap_add = 4 } triggered_country_modifier = { potential = { exists = planet planet = { exists = owner owner = { has_technology = "tech_ground_defense_planning" } } } modifier = { country_naval_cap_add = 2 } } pop_modifier = { pop_defense_armies_add = 3 } resources = { category = planet_soldiers produces = { trigger = { exists = owner owner = { has_valid_civic = civic_citizen_service } } unity = 2 } } triggered_planet_modifier = { potential = { exists = planet planet = { has_modifier = martial_law } } modifier = { planet_stability_add = 5 } } possible_pre_triggers = { has_owner = yes is_being_purged = no is_being_assimilated = no is_sapient = yes } possible = { soldier_job_check_trigger = yes owner = { is_gestalt = no } } weight = { weight = @soldier_job_weight modifier = { factor = 10 exists = planet planet = { has_modifier = martial_law } } modifier = { factor = 2 has_trait = trait_resilient } modifier = { factor = 2 has_trait = trait_very_strong } modifier = { factor = 1.5 has_trait = trait_strong } modifier = { factor = 0.5 has_trait = trait_weak } modifier = { factor = 0.1 is_enslaved = yes NOT = { has_slavery_type = { type = slavery_military } } } modifier = { factor = 10 is_enslaved = yes has_slavery_type = { type = slavery_military } } modifier = { factor = 0.1 can_take_servant_job = yes } modifier = { factor = 1.1 has_trait = trait_cybernetic } modifier = { factor = 2 has_trait = trait_presapient_earthbound } modifier = { factor = 1.1 has_trait = trait_limited_regeneration } modifier = { factor = 1.1 has_trait = trait_presapient_proles } modifier = { factor = 1.1 has_trait = trait_brainslug } modifier = { factor = 1.05 has_trait = trait_presapient_natural_intellectuals } modifier = { factor = 1.05 OR = { has_trait = trait_robust has_trait = trait_robot_efficient_processors } } modifier = { factor = 1.05 has_trait = trait_nerve_stapled } modifier = { factor = 1.1 OR = { has_trait = trait_robot_propaganda_machines has_trait = trait_traditional } } modifier = { factor = 0.9 has_trait = trait_quarrelsome } modifier = { factor = 0 species = { can_be_soldier = no } } modifier = { factor = 2 has_trait = trait_lithoid } } } preacher = { category = worker condition_string = WORKER_JOB_TRIGGER building_icon = building_temple_of_prosperity clothes_texture_index = 3 icon = priest possible_pre_triggers = { has_owner = yes is_being_purged = no is_being_assimilated = no is_sapient = yes } possible = { worker_job_check_trigger = yes } resources = { category = planet_priests produces = { unity = 1 } } planet_modifier = { planet_amenities_add = 3 trade_value_add = 4 } triggered_planet_modifier = { potential = { OR = { has_trait = trait_robot_domestic_protocols has_trait = trait_charismatic } } modifier = { planet_amenities_add = 0.6 } } triggered_planet_modifier = { potential = { has_trait = trait_repugnant } modifier = { planet_amenities_add = -0.6 } } triggered_planet_modifier = { potential = { has_trait = trait_thrifty } modifier = { trade_value_add = 1 } } triggered_planet_modifier = { potential = { has_trait = trait_nuumismatic_administration } modifier = { trade_value_add = 1 } } weight = { weight = @specialist_job_weight # Important job modifier = { factor = 0.2 has_citizenship_rights = no NOT = { has_trait = trait_mechanical } } modifier = { factor = 2 owner = { has_civic = civic_exalted_priesthood } } modifier = { factor = 1.5 OR = { has_trait = trait_thrifty has_trait = trait_nuumismatic_administration } } modifier = { factor = 1.5 OR = { has_trait = trait_robot_domestic_protocols has_trait = trait_charismatic } } modifier = { factor = 0.5 has_trait = trait_repugnant } modifier = { factor = 1.1 OR = { has_trait = trait_robot_propaganda_machines has_trait = trait_traditional } } modifier = { factor = 1.2 has_ethic = ethic_spiritualist } modifier = { factor = 0.5 has_trait = trait_quarrelsome } modifier = { factor = 0.1 can_take_servant_job = yes } modifier = { factor = 0.1 has_ethic = ethic_materialist NOT = { has_job = preacher } } modifier = { factor = 1.05 has_trait = trait_very_strong } modifier = { factor = 1.025 has_trait = trait_strong } modifier = { factor = 0.9 has_trait = trait_weak } modifier = { factor = 1.1 has_trait = trait_brainslug } modifier = { factor = 1.05 has_trait = trait_presapient_natural_intellectuals } modifier = { factor = 1.05 OR = { has_trait = trait_robust has_trait = trait_robot_efficient_processors } } modifier = { factor = 0.01 has_trait = trait_nerve_stapled } } } mortal_initiate = { category = worker condition_string = WORKER_JOB_TRIGGER building_icon = building_sacrificial_temple_1 clothes_texture_index = 3 icon = mortal_initiate possible_pre_triggers = { has_owner = yes is_sapient = yes is_enslaved = no is_being_purged = no is_being_assimilated = no } possible = { worker_job_check_trigger = yes NOT = { has_trait = trait_mechanical } #No machines } resources = { category = planet_culture_workers produces = { society_research = 1 } } planet_modifier = { } weight = { weight = @specialist_job_weight modifier = { factor = 0.2 has_citizenship_rights = no NOT = { has_trait = trait_mechanical } } modifier = { factor = 2 owner = { has_civic = civic_exalted_priesthood } } modifier = { factor = 1.5 OR = { has_trait = trait_thrifty has_trait = trait_nuumismatic_administration } } modifier = { factor = 1.5 OR = { has_trait = trait_robot_domestic_protocols has_trait = trait_charismatic } } modifier = { factor = 0.5 has_trait = trait_repugnant } modifier = { factor = 1.1 OR = { has_trait = trait_robot_propaganda_machines has_trait = trait_traditional } } modifier = { factor = 1.2 has_ethic = ethic_spiritualist } modifier = { factor = 0.5 has_trait = trait_quarrelsome } modifier = { factor = 0.1 can_take_servant_job = yes } modifier = { factor = 0.1 has_ethic = ethic_materialist NOT = { has_job = preacher } } modifier = { factor = 1.05 has_trait = trait_weak } modifier = { factor = 1.05 has_trait = trait_presapient_natural_intellectuals } modifier = { factor = 0.01 has_trait = trait_nerve_stapled } } } scrap_miner = { category = worker condition_string = WORKER_JOB_TRIGGER building_icon = building_mineral_purification_plant icon = miner possible_pre_triggers = { has_owner = yes is_being_purged = no is_being_assimilated = no is_sapient = yes } possible = { hidden_trigger = { exists = owner } worker_job_check_trigger = yes } resources = { category = planet_miners produces = { minerals = 2 alloys = 1 } } weight = { weight = @worker_job_weight modifier = { factor = 3 OR = { has_trait = trait_industrious has_trait = trait_robot_power_drills } } modifier = { factor = 10 is_enslaved = yes can_take_servant_job = no } modifier = { factor = 3 OR = { is_non_sapient_robot = yes is_shackled_robot = yes } can_take_servant_job = no owner = { has_technology = tech_droid_workers } } modifier = { factor = 200 OR = { is_non_sapient_robot = yes is_shackled_robot = yes } can_take_servant_job = no owner = { NOT = { has_technology = tech_droid_workers } } } modifier = { factor = 0.25 can_take_servant_job = yes } modifier = { factor = 2 species = { has_species_flag = racket_species_flag } } modifier = { factor = 1.2 has_trait = trait_very_strong } modifier = { factor = 1.1 has_trait = trait_strong } modifier = { factor = 0.9 has_trait = trait_weak } modifier = { factor = 1.5 has_trait = trait_syncretic_proles } modifier = { factor = 1.4 has_trait = trait_presapient_proles } modifier = { factor = 1.1 OR = { has_trait = trait_robust has_trait = trait_robot_efficient_processors } } modifier = { factor = 1.1 has_trait = trait_nerve_stapled } # low income modifier modifier = { factor = 1.1 #OR = { # is_unemployed = yes # has_job = "miner" #} exists = planet planet = { has_available_jobs = "miner" } exists = owner owner = { is_ai = yes has_monthly_income = { resource = minerals value < 0 } } } modifier = { factor = 0.75 has_trait = trait_necrophage } } }