treasure_gatherer = { category = specialist swappable_data = { default = { condition_string = SPECIALIST_JOB_TRIGGER building_icon = wildlife_sanctuary } } tags = { energy unity minerals research } possible_pre_triggers = { has_owner = yes is_being_purged = no is_being_assimilated = no is_sapient = yes } possible_precalc = can_fill_specialist_job possible = { complex_specialist_job_check_trigger = yes } resources = { category = planet_treasure_gatherers produces = { energy = 10 minerals = 4 unity = 2 society_research = 0.5 trade = 3 } upkeep = { consumer_goods = 1 } } weight = { weight = @high_prio_specialist_job_weight mult = value:job_weights_multiple_resources_modifier|JOB|treasure_gatherer|RESOURCE1|energy|WEIGHT1|1.6|RESOURCE2|minerals|WEIGHT2|1.0| mult = value:job_weights_multiple_resources_modifier|JOB|treasure_gatherer|RESOURCE1|unity|WEIGHT1|1|RESOURCE2|society_research|WEIGHT2|0.1| mult = value:job_weights_modifier|JOB|treasure_gatherer|RESOURCE|trade| } inline_script = "jobs/automodding_priority_energy" promotion = { time = @standard_promotion_time effect = { pop_amount_change_category = { CATEGORY = specialist AMOUNT = local_pop_amount } } } } ################# # Wrangler Jobs # ################# wrangler = { category = specialist swappable_data = { default = { condition_string = SPECIALIST_JOB_TRIGGER building_icon = wildlife_ranch } # Ranchers swap_type = { trigger = { wrangler_is_rancher_trigger = yes } name = rancher desc = rancher icon = wrangler weight = 5 } # Trophy Hunters swap_type = { trigger = { wrangler_is_trophy_hunter_trigger = yes } name = trophy_hunter desc = trophy_hunter icon = trophy_hunter building_icon = hunting_grounds weight = 5 } # Animal Handlers swap_type = { trigger = { wrangler_is_animal_handler_trigger = yes } name = animal_handler desc = animal_handler icon = animal_handler building_icon = wildlife_sanctuary weight = 5 } # Beastfighters swap_type = { trigger = { wrangler_is_beastfighter_trigger = yes } name = beastfighter desc = beastfighter icon = beastfighter building_icon = primal_arena weight = 10 } } possible_pre_triggers = { has_owner = yes is_being_purged = no is_being_assimilated = no is_sapient = yes } tags = { research unity amenities } possible = { OR = { owner = { is_regular_empire = yes has_origin = origin_primal_calling } planet = { has_modifier = resort_colony } } } resources = { category = planet_primal_jobs produces = { society_research = 1 unity = 1 } # Trophy Hunter produces = { trigger = { wrangler_is_trophy_hunter_trigger = yes wrangler_is_beastfighter_trigger = no } food = 3 society_research = -1 } # Animal Handlers produces = { trigger = { wrangler_is_animal_handler_trigger = yes wrangler_is_beastfighter_trigger = no } society_research = 0.5 unity = 0.5 } # Beastfighters produces = { trigger = { wrangler_is_beastfighter_trigger = yes } unity = 1 } upkeep = { consumer_goods = 2 } # Beastfighters upkeep = { trigger = { wrangler_is_beastfighter_trigger = yes } consumer_goods = -2 alloys = 1 } } triggered_planet_modifier = { potential = { # Animal Handlers don't provide Amenities wrangler_is_animal_handler_trigger = no exists = owner owner = { NOT = { has_valid_civic = civic_dystopian_society } } } planet_amenities_add = 400 mult = value:scripted_modifier_mult|MODIFIER|pop_job_amenities_mult| } # Trophy Hunter triggered_planet_modifier = { potential = { OR = { wrangler_is_trophy_hunter_trigger = yes wrangler_is_beastfighter_trigger = yes } exists = owner owner = { NOT = { has_valid_civic = civic_dystopian_society } } } planet_amenities_add = 200 mult = value:scripted_modifier_mult|MODIFIER|pop_job_amenities_mult| } weight = { weight = @high_prio_specialist_job_weight mult = value:job_weights_modifier|JOB|wrangler|RESOURCE|unity|FACTOR|0.25| mult = value:scripted_modifier_job_weight_mult|MODIFIER|pop_job_amenities_mult| modifier = { factor = 0.2 has_citizenship_rights = no NOT = { has_trait = trait_mechanical } } modifier = { factor = 3 has_trait = trait_robot_domestic_protocols OR = { is_non_sapient_robot = yes is_shackled_robot = yes } } modifier = { factor = 0.1 is_domestic_servant = yes } modifier = { factor = 0.1 exists = planet planet = { free_amenities > 500 } } modifier = { factor = 2 exists = planet planet = { free_amenities < 200 has_available_jobs = wrangler } } } inline_script = "jobs/automodding_priority_research" } ############################# # Wrangler Gestalt Variants # ############################# drone_wrangler = { category = complex_drone swappable_data = { default = { condition_string = DRONE_JOB_TRIGGER building_icon = wildlife_ranch icon = wrangler } # Hunter Drone swap_type = { trigger = { wrangler_is_hunter_drone_trigger = yes } name = hunter_drone desc = hunter_drone icon = trophy_hunter building_icon = hunting_grounds weight = 5 } # Symbiosis Integrator swap_type = { trigger = { wrangler_is_symbiosis_integrator_trigger = yes } name = symbiosis_integrator desc = symbiosis_integrator icon = animal_handler building_icon = wildlife_sanctuary weight = 5 } } possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no is_sapient = yes } possible_precalc = can_fill_drone_job possible = { owner = { can_think = yes has_drone_wrangler_job = yes } } tags = { research unity amenities } resources = { category = planet_primal_jobs produces = { society_research = 1 unity = 1 } # Hunter Drone produces = { trigger = { wrangler_is_hunter_drone_trigger = yes } food = 5 society_research = -1 } # Symbiosis Integrator produces = { trigger = { wrangler_is_symbiosis_integrator_trigger = yes } unity = 0.5 society_research = 0.5 } upkeep = { trigger = { wrangler_is_beastfighter_trigger = no exists = owner owner = { is_hive_empire = yes } } minerals = 4 } upkeep = { trigger = { wrangler_is_beastfighter_trigger = no exists = owner owner = { is_machine_empire = yes } } energy = 4 } # Beastfighters upkeep = { trigger = { wrangler_is_beastfighter_trigger = yes } alloys = 1 } } triggered_planet_modifier = { potential = { wrangler_is_symbiosis_integrator_trigger = no exists = planet.owner planet.owner = { is_gestalt = yes } } planet_amenities_no_happiness_add = 400 mult = value:scripted_modifier_mult|MODIFIER|pop_job_amenities_mult| } weight = { weight = @complex_drone_job_weight mult = value:job_weights_research_modifier|JOB|drone_wrangler| } inline_script = "jobs/automodding_priority_research" } treasure_gatherer_gestalt = { category = complex_drone swappable_data = { default = { condition_string = DRONE_JOB_TRIGGER building_icon = wildlife_sanctuary icon = treasure_gatherer } } tags = { energy minerals unity research } possible_pre_triggers = { has_owner = yes is_enslaved = no is_being_purged = no is_being_assimilated = no is_sapient = yes } possible_precalc = can_fill_drone_job possible = { can_think = yes } resources = { category = planet_treasure_gatherers produces = { energy = 10 minerals = 4 unity = 2 society_research = 0.5 } upkeep = { trigger = { exists = owner owner = { is_hive_empire = yes } } minerals = 1 } upkeep = { trigger = { exists = owner owner = { is_machine_empire = yes } } energy = 1 } } weight = { weight = @complex_drone_job_weight mult = value:job_weights_research_modifier|JOB|treasure_gatherer_gestalt| } inline_script = "jobs/automodding_priority_energy" promotion = { time = @standard_promotion_time effect = { pop_amount_change_category = { CATEGORY = complex_drone AMOUNT = local_pop_amount } } } }