Better automatically generated jobs

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Author: Dimasus

Last revision: 21 Jun at 13:25 UTC

File size: 484.07 KB

On Steam Workshop

Description:

Makes some of the automatically created jobs for uneployed pops instead be created via planetary decisions, allowing for a precize control of how many pops with that job can be on the planet.

The jobs affected by this mod are:
– Servants;
– Toilers;
– Livestock (all 3 types);
– Grid Amalgamated.

For each of the above there are 3 separate decisions:
– Add 1000 Jobs;
– Remove 1000 Jobs;
– Remove all Jobs of that type completely;

Availibility of decisions that add jobs depends on the same prerequisites that allow you to have those jobs in vanilla game, while removing jobs is availible to everyone if the planet has the planetary modifier that adds jobs. Decision to add jobs can be used an unlimited amount of times, tho due to how the game works, you need to shift the jobs around if the game is paused before they appear in planetary ui correctly. You can also regulate them more precisely via the same slider system other jobs have.

Additionaly the mod removes forced migration controls for Livestok and Grid Amalgamation slavery types, tho it can still be activated manually.

For now all decisions can’t be used by AI, since they don’t take advantage of any of those jobs (or Thrall worlds).

Note: In the current version (Cetus v4.3.7) unemployed slave auto migration is broken, but it is fixed in a public beta and this mod works just as well in it. If you are going from a current version to the beta, you need to turn all your slaves into residents before upgrading and then turning them back into slaves once in the beta version and wait for them to demote into propper pop groups. Without doing this, your pops will be forever stuck in a pop group that was removed in the beta version unable to make use of automigration or leave slave stratum even when changing citizenship. This issue might remain when going from 4.3.7 to 4.4+ so be aware.