##################### # Fallen Empire Jobs ##################### fe_overseer = { category = precursor is_capped_by_modifier = yes swappable_data = { default = { icon = politician building_icon = building_palace } } tags = { amenities } possible_pre_triggers = { has_owner = yes is_sapient = yes } possible_precalc = can_fill_precursor_job possible = { is_same_species = owner } planet_modifier = { planet_stability_add = 5 } triggered_planet_modifier = { potential = { always = yes } planet_amenities_add = 1000 mult = value:scripted_modifier_mult|MODIFIER|pop_job_amenities_mult| } weight = { weight = @ruler_job_weight # crisis purge modifier = { factor = 0.01 exists = planet exists = planet.controller planet.controller = { OR = { is_country_type = swarm is_country_type = ai_empire } } } } } fe_sky_cardinal = { category = precursor is_capped_by_modifier = yes swappable_data = { default = { icon = high_priest building_icon = building_palace } } tags = { amenities } possible_pre_triggers = { has_owner = yes is_sapient = yes } possible_precalc = can_fill_precursor_job possible = { owner = { is_fanatic_spiritualist = yes } is_same_species = owner } planet_modifier = { planet_stability_add = 5 } triggered_planet_modifier = { potential = { always = yes } planet_amenities_add = 1000 mult = value:scripted_modifier_job_weight_mult|MODIFIER|pop_job_amenities_mult| } weight = { weight = @ruler_job_weight # crisis purge modifier = { factor = 0.01 exists = planet exists = planet.controller planet.controller = { OR = { is_country_type = swarm is_country_type = ai_empire } } } } } fe_guardian_bot = { category = precursor is_capped_by_modifier = yes swappable_data = { default = { building_icon = building_maintenance_depot icon = soldier } } tags = { crime enforcer soldier } possible_pre_triggers = { has_owner = yes is_sapient = yes is_robotic = yes } possible_precalc = can_fill_precursor_job possible = { owner = { is_machine_empire = yes } } planet_modifier = { planet_crime_add = -25 planet_defense_armies_add = 2 } weight = { weight = @ruler_job_weight # crisis purge modifier = { factor = 0.01 exists = planet exists = planet.controller planet.controller = { OR = { is_country_type = swarm is_country_type = ai_empire } } } } } fe_protector = { category = precursor swappable_data = { default = { icon = enforcer building_icon = building_fortress } } tags = { crime enforcer soldier } possible_pre_triggers = { has_owner = yes is_sapient = yes } possible_precalc = can_fill_precursor_job possible = { is_same_species = owner } resources = { } planet_modifier = { planet_crime_add = -100 planet_defense_armies_add = 2 } weight = { weight = @ruler_job_weight # crisis purge modifier = { factor = 0.01 exists = planet exists = planet.controller planet.controller = { OR = { is_country_type = swarm is_country_type = ai_empire } } } } } fe_archivist = { category = precursor is_capped_by_modifier = yes swappable_data = { default = { building_icon = building_master_archive } } tags = { research } possible_pre_triggers = { has_owner = yes is_sapient = yes } possible_precalc = can_fill_precursor_job possible = { owner = { has_country_flag = fallen_empire_1 } is_same_species = owner } resources = { category = planet_jobs produces = { society_research = 5 physics_research = 5 engineering_research = 5 } } weight = { weight = @ruler_job_weight # crisis purge modifier = { factor = 0.01 exists = planet exists = planet.controller planet.controller = { OR = { is_country_type = swarm is_country_type = ai_empire } } } } } fe_acolyte_farm = { category = precursor swappable_data = { default = { building_icon = building_food_processing_facility icon = farmer } } tags = { food } possible_pre_triggers = { has_owner = yes is_sapient = yes } possible_precalc = can_fill_precursor_job possible = { owner = { is_fanatic_spiritualist = yes } } resources = { category = planet_farmers produces = { food = 8 } produces = { trigger = { planet = { has_planet_flag = has_produce_requisitorium } } food = @requisitorium_food_reduction } } overlord_resources = { category = planet_requisitioned_food produces = { trigger = { planet = { has_planet_flag = has_produce_requisitorium } } food = @requisitorium_food_overlord } } weight = { weight = @specialist_job_weight # crisis purge modifier = { factor = 0.01 exists = planet exists = planet.controller planet.controller = { OR = { is_country_type = swarm is_country_type = ai_empire } } } } } fe_acolyte_mine = { category = precursor swappable_data = { default = { building_icon = building_crystal_mines icon = miner } } tags = { minerals } possible_pre_triggers = { has_owner = yes is_sapient = yes } possible_precalc = can_fill_precursor_job possible = { owner = { is_fanatic_spiritualist = yes } } resources = { category = planet_miners produces = { minerals = 6 } produces = { trigger = { planet = { has_planet_flag = has_material_requisitorium } } minerals = @requisitorium_minerals_reduction } } overlord_resources = { category = planet_requisitioned_minerals produces = { trigger = { planet = { has_planet_flag = has_material_requisitorium } } minerals = @requisitorium_minerals_overlord } } weight = { weight = @specialist_job_weight # crisis purge modifier = { factor = 0.01 exists = planet exists = planet.controller planet.controller = { OR = { is_country_type = swarm is_country_type = ai_empire } } } } } fe_acolyte_generator = { category = precursor swappable_data = { default = { building_icon = building_power_plant icon = technician } } tags = { energy } possible_pre_triggers = { has_owner = yes is_sapient = yes } possible_precalc = can_fill_precursor_job possible = { owner = { is_fanatic_spiritualist = yes } } resources = { category = planet_technician produces = { energy = 6 } produces = { trigger = { planet = { has_planet_flag = has_energy_requisitorium } } energy = @requisitorium_energy_reduction } } overlord_resources = { category = planet_requisitioned_energy produces = { trigger = { planet = { has_planet_flag = has_energy_requisitorium } } energy = @requisitorium_energy_overlord } } weight = { weight = @specialist_job_weight # crisis purge modifier = { factor = 0.01 exists = planet exists = planet.controller planet.controller = { OR = { is_country_type = swarm is_country_type = ai_empire } } } } } fe_augur = { category = precursor is_capped_by_modifier = yes swappable_data = { default = { building_icon = building_citadel_of_faith icon = priest } } tags = { unity } possible_pre_triggers = { has_owner = yes is_sapient = yes } possible_precalc = can_fill_precursor_job possible = { owner = { is_fanatic_spiritualist = yes } is_same_species = owner } resources = { category = planet_jobs produces = { unity = 5 } } weight = { weight = @ruler_job_weight # crisis purge modifier = { factor = 0.01 exists = planet exists = planet.controller planet.controller = { OR = { is_country_type = swarm is_country_type = ai_empire } } } } } fe_xeno_keeper = { category = precursor is_capped_by_modifier = yes swappable_data = { default = { building_icon = building_fe_xeno_zoo icon = culture_worker } } tags = { crime enforcer soldier amenities } possible_pre_triggers = { has_owner = yes is_sapient = yes } possible_precalc = can_fill_precursor_job possible = { is_same_species = owner } planet_modifier = { planet_crime_add = -20 planet_defense_armies_add = 1 } triggered_planet_modifier = { potential = { always = yes } planet_amenities_add = 1000 mult = value:scripted_modifier_mult|MODIFIER|pop_job_amenities_mult| } weight = { weight = @specialist_job_weight # crisis purge modifier = { factor = 0.01 exists = planet exists = planet.controller planet.controller = { OR = { is_country_type = swarm is_country_type = ai_empire } } } } } fe_xeno_ward = { category = xeno_ward is_capped_by_modifier = no tags = { unity } possible_pre_triggers = { has_owner = yes is_sapient = yes is_robotic = no } possible_precalc = can_fill_precursor_job possible = { owner = { is_xenophile = yes } planet = { has_building = building_fe_xeno_zoo } NOT = { is_same_species = owner } } resources = { category = planet_jobs produces = { unity = 1 } } weight = { weight = @worker_job_weight # crisis purge modifier = { factor = 0.01 exists = planet exists = planet.controller planet.controller = { OR = { is_country_type = swarm is_country_type = ai_empire } } } } } # Backup jobs fe_hedonist = { category = precursor is_capped_by_modifier = no swappable_data = { default = { building_icon = building_hyper_entertainment_forum } } tags = { unity } possible_pre_triggers = { has_owner = yes is_sapient = yes } possible_precalc = can_fill_precursor_job possible = { owner = { NOR = { is_machine_empire = yes is_hive_empire = yes is_fanatic_spiritualist = yes } } is_same_species = owner } resources = { category = planet_jobs produces = { unity = 1 } } weight = { weight = @worker_job_weight # crisis purge modifier = { factor = 0.01 exists = planet exists = planet.controller planet.controller = { OR = { is_country_type = swarm is_country_type = ai_empire } } } } } fe_acolyte_artisan = { category = precursor is_capped_by_modifier = no swappable_data = { default = { building_icon = building_empyrean_shrine icon = artisan } } tags = { consumer_goods } possible_pre_triggers = { has_owner = yes is_sapient = yes } possible_precalc = can_fill_precursor_job possible = { owner = { is_fanatic_spiritualist = yes } is_same_species = owner } triggered_planet_modifier = { potential = { always = yes } planet_amenities_add = 300 mult = value:scripted_modifier_mult|MODIFIER|pop_job_amenities_mult| } resources = { category = planet_jobs produces = { consumer_goods = 6 } produces = { trigger = { planet = { has_active_building = building_factory_2 } } consumer_goods = 1 } produces = { trigger = { planet = { has_active_building = building_factory_3 } } consumer_goods = 2 } } weight = { weight = @worker_job_weight # crisis purge modifier = { factor = 0.01 exists = planet exists = planet.controller planet.controller = { OR = { is_country_type = swarm is_country_type = ai_empire } } } } } fe_maintenance_bot = { category = precursor is_capped_by_modifier = no swappable_data = { default = { building_icon = building_maintenance_depot icon = maintenance_drone } } tags = { amenities } possible_pre_triggers = { has_owner = yes is_sapient = yes is_robotic = yes } possible_precalc = can_fill_precursor_job possible = { owner = { is_machine_empire = yes } } triggered_planet_modifier = { potential = { always = yes } planet_amenities_add = 500 mult = value:scripted_modifier_mult|MODIFIER|pop_job_amenities_mult| } resources = { category = planet_jobs } weight = { weight = @worker_job_weight # crisis purge modifier = { factor = 0.01 exists = planet exists = planet.controller planet.controller = { OR = { is_country_type = swarm is_country_type = ai_empire } } } } }