!Fallen Empire Pop Job/Purge Fixes

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Author: TechSY730

Last revision: 14 Nov, 2020 at 22:20 UTC (13)

File size: 319.49 KB

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Description:

This mod aims to fix various issues with fallen empires not putting pops to work or purging undesirable or enslaving gestalt pops, especially upon awakening.

WARNING: 2.8 support has been tested to have no syntax errors (can load correctly), but I can not functionally test it until more of my mod stack’s dependencies update

This mod is compatible with both Glavius AI and Starnet AI, but does not require either
Not compatible with Ethics and Civics Alternative

The goal of this mod is to both have the AI either put captured gestalt pops to use or get them out of the way, and to open open options for those using playable fallen empire mods.

This should significantly help Awakened Fallen Empires manage their economy once they start conquering alien pops.

Overrides the following vanilla files:
* common/pop_categories/00_social_classes.txt
* common/pop_jobs/01_ruler_jobs.txt
* common/pop_jobs/03_worker_jobs.txt
* common/pop_jobs/07_fallen_empire_jobs.txt
* common/scripted_triggers/01_scripted_triggers_buildings.txt
* common/scripted_triggers/01_scripted_triggers_refugees.txt
* common/species_rights/00_citizenship_types.txt
* common/species_rights/01_living_standards.txt
* common/species_rights/03_slavery_types.txt
* common/species_rights/04_purge_types.txt
* common/species_rights/05_species_controls.txt

Overrides some entries defined in the following files:
* common/policies/00_policies.txt
* common/pop_categories/02_other_categories.txt
* events/on_action_events.txt

Fallen Empire "fallback" jobs now have a lower priority to "real" jobs once they awaken.
The rules are roughly as follows:
1. Prior to awakening, FE native pops will never take jobs below ruler or precursor (falling back to hedonism or acolyte of the workshop if no "regular" slots open)
2. Once awakened, FE native pops will be willing to take on specialist jobs and only a select few "more advanced" worker jobs (none of the district jobs)
3. Once awakened and a crisis has started, then they will be willing to take on any job, and only use hedonism or acolyte of the workshop as a fallback if they would otherwise be unemployed

Changes to rules for non-native pops FE/AEs get:
1. Fallen Empires are a bit more "snooty", and won’t let non-native pops take ruler positions unless there are no native pops on that planet (in which case they begrudgingly allow some self governance), though they lift this restriction once the galactic crisis has started (since by then they are in emergency mode).
2. The Spiritualist Fallen Empire will now allow non-native species (the "unenlightened") to fill ordinary worker jobs.
– The "special" jobs they get for districts remain in the precursor stratum (though if any non-precursor pops find themselves in those jobs, they will keep worker stratum and thus no bonus political power)

The rules for gestalt pops are roughly as follows:
1. Before awakening, Xenophile will allow gestalt pops to remain. Once they awaken, they can no longer afford to keep such "dead weight" around, and will displace them (or purge them if they came from a devouring swarm, or enslave them if they have no country that will accept them)
2. All FEs are now able to purge gestalt pops
– All of them can do basic purging (extermination)
– Xenophile and machine (unless berserk) will seek to displace gestalt pops (unless those pops came from a devouring swarm), and Xenophile cannot choose "Forced labor"
– Only Xenophobe or Materialist can use processing purge type (but generally won’t)
– All other options are open except as described above
3. All FEs can enslave gestalt pops (the reasoning being they have the tech to "fake" a hivemind/central server)
– None of them can use "domestic servitude" for gestalt pops
– Only Xenophobe or Materialist can use "livestock" (but generally won’t)
– While Xenophile and the machine (unless berserk) can enslave hive-minded pops, they will usually prefer to displace them ("return to sender"). They however will exterminate them if they came from a devouring swarm, or enslave them if their country of origin no longer exists.

Note, the "eating" options are only available to the materialists if it is a fallen/awakened empire. Normal empires remain locked only only having it as an option if xenophobe. The rational behind this change is that, as materialists don’t believe in life being "special", what is wrong with eating things that are completely incapable of (individual) sapience?

To facilitate gestalt pops being displaced, gestalt empires now have a refugee policy option. However, they can only choose between "Never" and "Citizens only". And only displacement from a Fallen or Awakened empire will count (otherwise they die off before they reach you because they are severed from the hive mind and have no drive to flee of their own, FE’s have the tech to "fake" a hive mind long enough for them to survive). Normal extermination will continue to not have an escape chance for gestalt pops.

Robot refugees are now a thing. However, they can only be a refugee if, in addition to normal refugee rules, all of:
1. They are not gestalt machine unit pops (unless a fallen empire, see below)
2. They are sapient (have happiness) in the country they are fleeing
3. The potential destination country has full AI species rights as the AI policy (not full citizenship necessarily)
4. The potential destination country has robotic workers allowed in policies
5. The potential destination county has synth tech

Except for machine unit gestalt pops, only the machine intelligence countries they are the primary species of are valid destinations. And like hive minded pops, only displacement purges from fallen empires are eligible.

Known Issues:
– Political power modifiers from living standards don’t apply to pops owned by a FE. So in a FE/AE country, even with "decent" living conditions, rulers will have the same political power as workers.
This isn’t an issue for the native precursor pops; they use a different mechanism to get their boosted political power, but can cause a bit of incongruity for the pops they conquer.
This only applies to FE/AE empires; normal countries still have the political power behaving as intended.
– Precursor pops that are unemployed may stay unemployed for a few months instead of going back to Hedonism or Acolyte of the Workshop right away

TODO:
Ensure that conditions that only trigger for awakened empires also fire upon a human playable fallen empire types added by popular playable fallen empire mods (this should mostly just work by account of playable fallen empires usually having a different country type)