################### # Fancy Jobs ################### politician = { category = ruler swappable_data = { default = { condition_string = RULER_JOB_TRIGGER building_icon = building_capital icon = politician } swap_type = { trigger = { politician_is_executive = yes } name = executive icon = executive desc = job_executive_desc weight = 5 } swap_type = { trigger = { politician_is_science_director = yes } name = head_researcher icon = researcher desc = job_head_researcher_desc weight = 5 } swap_type = { trigger = { politician_is_noble = yes } name = noble icon = noble desc = job_noble_desc weight = 10 } swap_type = { trigger = { politician_is_merchant = yes } name = merchant icon = merchant desc = job_merchant_desc weight = 10 } swap_type = { trigger = { politician_is_high_priest = yes } name = high_priest icon = high_priest desc = job_high_priest_desc weight = 10 } swap_type = { trigger = { politician_is_technophant = yes } name = technophant icon = technophant desc = job_technophant_desc weight = 30 } swap_type = { trigger = { politician_is_fire_oracle = yes } name = fire_oracle icon = fire_oracle desc = job_fire_oracle_desc weight = 25 } swap_type = { trigger = { politician_is_blazewright = yes } name = blazewright icon = blazewright desc = job_blazewright_desc weight = 26 } swap_type = { trigger = { politician_is_radiant_priest = yes } name = radiant_priest icon = radiant_priest desc = job_radiant_priest_desc weight = 26 } swap_type = { trigger = { politician_is_pyrocrat = yes } name = pyrocrat icon = pyrocrat desc = job_pyrocrat_desc weight = 26 } swap_type = { trigger = { politician_is_ashbroker = yes } name = ashbroker icon = ashbroker desc = job_ashbroker_desc weight = 26 } swap_type = { trigger = { politician_is_blazing_harbinger = yes } name = blazing_harbinger icon = pyrocrat desc = job_blazing_harbinger_desc weight = 27 } swap_type = { trigger = { politician_is_planetary_warden = yes } name = warden icon = enforcer desc = job_warden_desc weight = 15 } swap_type = { trigger = { politician_is_noble = yes politician_is_science_director = yes } name = noble_researcher icon = noble desc = job_noble_researcher_desc weight = 20 } swap_type = { trigger = { politician_is_noble = yes politician_is_high_priest = yes } name = sacred_noble icon = noble desc = job_sacred_noble_desc weight = 20 } swap_type = { trigger = { politician_is_augmentation_merchant = yes } name = augmentation_merchant icon = augmentor desc = job_augmentation_merchant_desc weight = 20 } swap_type = { trigger = { politician_is_superstitious_beliefs_high_priest = yes } name = superstitious_beliefs_high_priest desc = superstitious_beliefs_high_priest icon = superstitious_beliefs_priest weight = 20 } swap_type = { trigger = { politician_is_superstitious_beliefs_high_priest_corporate = yes } name = superstitious_beliefs_high_priest_corporate desc = superstitious_beliefs_high_priest_corporate icon = superstitious_beliefs_priest weight = 20 } swap_type = { trigger = { politician_is_visionary = yes } name = visionary desc = visionary icon = executive weight = 20 } swap_type = { trigger = { politician_is_noble = yes politician_is_merchant = yes } name = noble_merchant icon = noble desc = job_noble_merchant_desc weight = 20 } } tags = { unity amenities } triggered_tags = { trigger = { OR = { politician_is_high_priest = yes politician_is_technophant = yes politician_is_superstitious_beliefs_high_priest = yes politician_is_superstitious_beliefs_high_priest_corporate = yes politician_is_fire_oracle = yes politician_is_blazewright = yes politician_is_radiant_priest = yes politician_is_pyrocrat = yes politician_is_ashbroker = yes politician_is_blazing_harbinger = yes } } tags = { psionic_aura } } possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no is_sapient = yes } possible_precalc = can_fill_ruler_job resources = { category = planet_politicians produces = { unity = 5 } upkeep = { consumer_goods = 3 } ##Executive produces = { trigger = { politician_is_executive = yes } trade = 4 } ##Merchant produces = { trigger = { exists = planet planet = { OR = { politician_is_merchant = yes politician_is_augmentation_merchant = yes politician_is_ashbroker = yes } } } unity = -1.5 trade = 6 } ##Science Director produces = { trigger = { exists = planet planet = { politician_is_science_director = yes } } unity = -1 physics_research = 1 society_research = 1 engineering_research = 1 } ##High Priest produces = { trigger = { exists = planet planet = { OR = { politician_is_high_priest = yes politician_is_fire_oracle = yes } } } unity = 1 } ##Technophant produces = { trigger = { exists = planet planet = { politician_is_technophant = yes } } engineering_research = 2 } ## Fire Cult swaps produces = { trigger = { exists = planet planet = { politician_is_blazewright = yes politician_is_radiant_priest = yes } } unity = 1.5 } produces = { trigger = { exists = planet planet = { politician_is_blazing_harbinger = yes } } unity = 2 } ##High Astrologist produces = { trigger = { exists = planet planet = { politician_is_superstitious_beliefs_high_priest = yes } } unity = 1 } ##Fortune Broker produces = { trigger = { exists = planet planet = { politician_is_superstitious_beliefs_high_priest_corporate = yes } } trade = 6 } } triggered_planet_modifier = { potential = { always = yes } planet_amenities_add = 300 mult = value:scripted_modifier_mult|MODIFIER|pop_job_amenities_mult| } triggered_planet_modifier = { potential = { OR = { politician_is_fire_oracle = yes politician_is_blazewright = yes politician_is_blazing_harbinger = yes politician_is_radiant_priest = yes politician_is_pyrocrat = yes politician_is_ashbroker = yes } } planet_amenities_add = 400 mult = value:scripted_modifier_mult|MODIFIER|pop_job_amenities_mult| } triggered_planet_modifier = { potential = { politician_is_blazing_harbinger = yes } planet_stability_add = @inf_dancer_stability } ## Noble triggered_planet_modifier = { potential = { politician_is_noble = yes } planet_stability_add = 0.5 } ## Superstitious Beliefs triggered_planet_modifier = { potential = { OR = { politician_is_superstitious_beliefs_high_priest = yes politician_is_superstitious_beliefs_high_priest_corporate = yes } } planet_stability_add = 0.5 } ## Technophant triggered_planet_modifier = { potential = { exists = owner owner = { has_origin = origin_cybernetic_creed } } planet_amenities_add = 200 mult = value:scripted_modifier_mult|MODIFIER|pop_job_amenities_mult| } ## Planetary Warden triggered_planet_modifier = { potential = { has_designation = col_penal } planet_stability_add = 1 } weight = { weight = @ruler_job_weight mult = value:job_weights_modifier|JOB|politician|RESOURCE|unity| mult = value:scripted_modifier_job_weight_mult|MODIFIER|pop_job_amenities_mult| modifier = { factor = 0.1 has_citizenship_rights = no NOT = { has_trait = trait_mechanical } } # crisis purge modifier = { factor = 0.01 exists = planet exists = planet.controller planet.controller = { OR = { is_country_type = swarm is_country_type = ai_empire } } } } inline_script = "jobs/automodding_priority_charisma" promotion = { time = @standard_promotion_time effect = { pop_amount_change_category = { CATEGORY = ruler AMOUNT = local_pop_amount } } } } knight_commander = { category = ruler swappable_data = { default = { condition_string = RULER_JOB_TRIGGER building_icon = building_order_keep } } tags = { unity research amenities soldier } possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no is_sapient = yes } possible_precalc = can_fill_ruler_job possible = { hidden_trigger = { exists = owner } owner = { is_gestalt = no } } resources = { category = planet_knights produces = { trigger = { exists = owner } unity = 2 mult = value:knight_commander_unity_output_modifier } produces = { trigger = { exists = owner } physics_research = 1 engineering_research = 1 society_research = 1 mult = value:knight_commander_research_output_modifier } produces = { trigger = { exists = owner owner = { has_country_flag = cosmogenesis_knights } } advanced_logic = 1 mult = value:knight_commander_research_output_modifier } upkeep = { alloys = 200 } } triggered_planet_modifier = { potential = { always = yes } planet_amenities_add = 50000 mult = value:scripted_modifier_mult|MODIFIER|pop_job_amenities_mult| } country_modifier = { country_naval_cap_add = 600 } weight = { weight = @high_prio_specialist_job_weight mult = value:job_weights_modifier|JOB|knight_commander|RESOURCE|unity| mult = value:job_weights_research_modifier|JOB|knight_commander| } inline_script = "jobs/automodding_priority_charisma" promotion = { time = @standard_promotion_time effect = { pop_amount_change_category = { CATEGORY = ruler AMOUNT = local_pop_amount } } } } dystopian_enforcer = { category = ruler swappable_data = { default = { condition_string = BATTLE_THRALL_JOB_TRIGGER building_icon = building_precinct_house icon = enforcer } swap_type = { trigger = { enforcer_is_educator_trigger = yes } name = educator desc = educator icon = educator building_icon = building_state_academy condition_string = BATTLE_THRALL_JOB_TRIGGER weight = 10 } } tags = { crime enforcer } possible_pre_triggers = { has_owner = yes is_being_purged = no is_being_assimilated = no is_sapient = yes } possible = { battle_thrall_job_check_trigger = yes } inline_script = "jobs/job_enforcer" weight = { weight = @specialist_job_weight modifier = { mult = value:job_weights_modifier|JOB|enforcer|RESOURCE|unity|FACTOR|0.25| owner = { has_active_tradition = tr_domination_judgment_corps } } modifier = { factor = 50 } modifier = { factor = 0.2 has_citizenship_rights = no NOT = { has_trait = trait_mechanical } } 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 = 10 is_enslaved = yes has_slavery_type = { type = slavery_military } } modifier = { factor = 0.50 has_trait = trait_weak } 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 = 0.8 is_enslaved = yes has_slavery_type = { type = slavery_indentured } } modifier = { factor = 2 has_trait = trait_lithoid } } promotion = { time = @standard_promotion_time effect = { pop_amount_change_category = { CATEGORY = ruler AMOUNT = local_pop_amount } } } } dystopian_telepath = { category = ruler can_be_automated = no swappable_data = { default = { condition_string = RULER_JOB_TRIGGER building_icon = building_psi_corps icon = telepath } swap_type = { trigger = { enforcer_is_educator_trigger = yes } name = educator_telepath desc = educator_telepath icon = telepath building_icon = building_psi_corps condition_string = RULER_JOB_TRIGGER weight = 10 } } inline_script = "jobs/job_telepath" possible_precalc = can_fill_ruler_job weight = { weight = @specialist_job_weight mult = 2 mult = value:job_weights_modifier|JOB|telepath|RESOURCE|unity| modifier = { factor = 0.2 has_citizenship_rights = no } modifier = { factor = 0.1 is_enslaved = yes has_slavery_type = { type = slavery_indentured } } } promotion = { time = @standard_promotion_time effect = { pop_amount_change_category = { CATEGORY = ruler AMOUNT = local_pop_amount } } } } # Fake jobs for leader backgrounds head_researcher = { category = ruler swappable_data = { default = { condition_string = RULER_JOB_TRIGGER building_icon = building_institute icon = researcher } } possible = { always = no } } high_priest = { category = ruler swappable_data = { default = { condition_string = RULER_JOB_TRIGGER building_icon = building_citadel_of_faith } } possible = { always = no } } noble = { category = ruler swappable_data = { default = { condition_string = RULER_JOB_TRIGGER building_icon = building_palace } } possible = { always = no } } merchant = { category = ruler swappable_data = { default = { condition_string = RULER_JOB_TRIGGER building_icon = building_galactic_stock_exchange } } possible = { always = no } } executive = { category = ruler swappable_data = { default = { condition_string = RULER_JOB_TRIGGER building_icon = building_capital } } possible = { always = no } } warden = { category = ruler swappable_data = { default = { condition_string = RULER_JOB_TRIGGER building_icon = building_capital icon = enforcer } } possible = { always = no } }