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Pop Job modding
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== Jobs == Jobs are defined at "common/pop_jobs/xxx.txt". === Data Structure === {| class="wikitable mw-collapsible" |- ! width="20%" | Property ! width="80%" | Description |- | '''is_capped_by_modifier = <yes/no>''' | Default yes. If no, this job is always considered available if other conditions are met. If there is a job uncapped by modifiers available that's open to all pops, no pops will become unemployed. |- | '''category = <pop category key>''' | The Stratum this Job is binded to. A pop will be considered of this Stratum for as long as they are employed under this job and there isn't any Strata with a custom <code>assign_to_pop</code> and with higher weight than this one. |- | '''condition_string = <localisation key>''' | A localisation key to briefingly describe what kind of Pop can be employed on this Job. |- | '''building_icon = <building key>''' | Determines the building icon of this Job to be shown in the planet population view behind the Pop portrait. For example, the {{iconify|Researcher}} job will use the science lab for a building icon. Nonexistent buildings can be specified and the texture file "gfx/interface/icons/buildings/<building key>.dds" will be used. |- | '''clothes_texture_index = <int>''' | Optional. Determines the clothes index of a Pop working on this Job, overwritting the setting of the Stratum. |- | '''icon = <pop job key>''' | Optional. Makes this Job to use the icon of another Job. For example, the {{iconify|Science Director}} uses the same icon as {{iconify|Researcher}}. |- | '''possible_pre_triggers''' | A block of Pseudo-Conditions to determine can a Pop work in this Job. Only the following yes-or-no questions are allowed. Without the pre-triggers, the whole set of conditions will be evaluated once for each of the thousands of Pops in the galaxy, which can be performance intensive. * has_owner * is_enslaved * is_being_purged * is_being_assimilated * has_planet * is_sapient |- | '''possible''' | A block of [[Conditions]] to determine can a Pop work in this Job. (Pop scope) |- | '''resources''' | An [[Economy_modding#Economy_Units|Economy Units]] to determine the resource upkeep and production of this Job. (Planet scope, root = pop scope) |- | '''planet_modifier'''<br>'''triggered_planet_modifier''' | Block of [[Modifiers]] to be applied to the Planet. Modifiers that add {{iconify|Amenities}}, {{iconify|Trade Value}} or decrease {{iconify|Crime}} go here. |- | '''country_modifier'''<br>'''triggered_country_modifier''' | Block of [[Modifiers]] to be applied to the Empire. Modifiers that add {{iconify|Naval Capacity}} or {{iconify|Administrative Cap}} go here. |- | '''pop_modifier'''<br>'''triggered_pop_modifier''' | A block of [[Modifiers]] to be applied to the Pop. Modifiers that add defense armies go here. See [[Army modding]] for details of Pop-spawned defense armies. |- | '''weight''' | A Pop will attempt to take Jobs with higher weight for it. (Pop scope) |} === Questions & Answers === {{Collapse list | type='''How to have a Job to produce something more or less without overwritting it?''' | body= * If you are asking about how to make a Job to produce more resources of a certain type, head to the <code>resource</code> block and find its economy category, then head to the "common/economy_categories" to find what kind of modifiers are generated for this economy category. ** For example, {{iconify|Researcher}} has its own economy category that "produces_mult" modifiers would be generated, making modifiers like <code>job_researchers_physics_research_produces_mult</code> usable. However, since "produces_add" modifiers won't be generated, it's impossible to have researchers produce resources they originally can't, unless you overwrite the economy categories and force it to generate your required kind of modifiers. ** Also, {{iconify|Miner}} has its own economy category that both "produces_mult" and "produces_add" modifiers would be generated, making <code>job_miners_minerals_produces_add</code> usable. You can also use the modifier <code>job_miners_minor_artifacts_produces_add = 1</code> to make Miners produce {{iconify|Minor Artifacts}} {{green|+1}}, just do what you want. ** If the job in question does not have its own economy category, for example, the {{iconify|Clerk}}, then it's impossible to make them produce more resources by modifiers without affecting other jobs at all. * If you are asking about how to make a Job to produce more modifiers, like {{iconify|Amenities}}, {{iconify|Naval Capacity}}, {{iconify|Crime}} Reduction, {{iconify|Trade Value}}, or {{iconify|Administrative Cap}}, then you have to overwrite the Jobs and use <code>triggered_(country/planet)_modifiers</code> to implement this. There are no modifiers to modify modifiers produced by Jobs. ** However, most of the modifiers produced by Jobs are <code>_add</code>. You can use <code>_mult</code> modifiers to multiply the overall Empire stat or Planet stat, effectively making relevant Jobs more effective. ** Despite the trait [[File:Leader trait bureaucrat.png]] Bureaucrat having a modifier that reads <code>planet_bureaucrats_produces_mult</code>, don't be confused, because {{red|this modifier has no effect and all it does is to confuse you.}} }} === Relevant Modifiers === All jobs will generate the following modifiers for use. * '''job_<key>_add = <int>''' - This modifier adds that many jobs to the planet. * '''job_<key>_per_pop = <float>''' - This modifier adds X jobs to the planet, where X is the number of Pops multiplied by the value here. * '''job_<key>_per_crime = <float>''' - This modifier adds X jobs to the planet, where X is the planet crime multiplied by the value here. {{ModdingNavbox}} [[Category:模组制作]]
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