Stellaris

Stellaris

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♠.brT Apr 5, 2023 @ 10:17am
Robots not doing the job i designed them to do it!
Anybody know how to fix this. It's so infuriating i made a bunch of robots good at mining and harvesting food, yet the game keeps assigning them to be clerks or artisans... I try prioritizing stuff but i only made it worse, with even more bio pops being sent to the mines instead of the offices and the factories...
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Showing 1-15 of 16 comments
Orion Invictus Apr 5, 2023 @ 10:23am 
There is no fix since Paradox removed the ability to manually assign pops.
Sero Apr 5, 2023 @ 10:26am 
Are the robots more effective than the organics?
I heard it said that this is how the game determines which pop does what.
Last edited by Sero; Apr 5, 2023 @ 10:32am
Orion Invictus Apr 5, 2023 @ 10:28am 
Originally posted by Sero:
Are the robots more effective that the organics?
I heard it said that this is how the game determines which pop does what.
It does not. At best it might perform some kind of weighted probability, but I have seen no indication of this.
Ryika Apr 5, 2023 @ 10:41am 
Unemploy all pops by closing all jobs, then open them again one after the other, and you'll get about the best distribution that you can get out of the system. The jobs that pops end up in also depends on the order in which you open jobs, since the game doesn't look at the overall picture, but only at what pop it thinks is best suited for the job that becomes available.

That being said, you'll never get a perfect distribution on mixed planets. The end goal is to have each planet produce exactly one resource, and then modify pops for that resource.

Or much easier, just create pops with good generic traits.
CrUsHeR Apr 5, 2023 @ 10:51am 
Easiest fix is to have the entire galaxy vassalized so they pay at least 30% basic resource tax.
Dyson Sphere and Matter Compressor do their thing.

Then all your pops can work as researchers, merchants, managers, metallurgists etc.
Meaning you simply mod all pops in your empire with max research+trade bonuses, then there's no wrong job for anyone.
pipo.p Apr 5, 2023 @ 10:52am 
Originally posted by Orion Invictus:
Originally posted by Sero:
Are the robots more effective that the organics?
I heard it said that this is how the game determines which pop does what.
It does not. At best it might perform some kind of weighted probability, but I have seen no indication of this.
It does, at least as far as traits are considered.

I think that basic robots are fine. Even if they are less effective, they get weighting bonus for hard labor jobs (mining and farming), and I don't remember if civics are taken into consideration, but all in all, robots are designed to alleviate hard labor anyways.

The issue comes with droids, because only their traits are considered, and although this is useful for research or unity/amenities droids, the logic of designing robots to alleviate work load is lost. I can always design a droid with supraconductive trait, if organic pops are more apt, the droid will end anywhere but as a technician: artisan, culture worker, bureaucrat...
Orion Invictus Apr 5, 2023 @ 10:59am 
Originally posted by pipo.p:
Originally posted by Orion Invictus:
It does not. At best it might perform some kind of weighted probability, but I have seen no indication of this.
It does, at least as far as traits are considered.

I think that basic robots are fine. Even if they are less effective, they get weighting bonus for hard labor jobs (mining and farming), and I don't remember if civics are taken into consideration, but all in all, robots are designed to alleviate hard labor anyways.

The issue comes with droids, because only their traits are considered, and although this is useful for research or unity/amenities droids, the logic of designing robots to alleviate work load is lost. I can always design a droid with supraconductive trait, if organic pops are more apt, the droid will end anywhere but as a technician: artisan, culture worker, bureaucrat...
I have hyper-specialized pops before, using the genetic and synthetic paths*. Invariably, I need to force all pops on all single-resource planets to have the same traits, because the game will put someone with a bonus to alloy production, for example, working a ruler job that has nothing to do with alloys. It always fills jobs from the top down, in my experience.

This is just one of the reasons why I wish someone made a mod that made us able to manually assign pops again, or that Paradox added that as an option for when we want to micro, while keeping the auto-assign for when we don't, just like you can customize ships or let the auto-designer do it.

*On separate saves, of course, in case someone can't figure out the obvious and wants to say that you can't use both in the same game.
Last edited by Orion Invictus; Apr 5, 2023 @ 11:04am
Forblaze Apr 5, 2023 @ 10:59am 
Originally posted by Orion Invictus:
but I have seen no indication of this.

It's in stellaris/common/pop_jobs

For example, here are the weights for technician

weight = {
weight = @worker_job_weight
mult = value:job_weights_modifier|JOB|technician|RESOURCE|energy|
modifier = {
factor = 100
OR = {
is_non_sapient_robot = yes
is_shackled_robot = yes
}
can_take_servant_job = no
can_fill_specialist_job = no
}
modifier = {
factor = 8
is_enslaved = yes
can_take_servant_job = no
OR = {
has_trait = trait_syncretic_proles
has_trait = trait_robot_superconductive
has_trait = trait_ingenious
}
}
modifier = {
factor = 2
OR = {
is_non_sapient_robot = yes
is_shackled_robot = yes
}
can_take_servant_job = no
}
modifier = {
factor = 0.25
can_take_servant_job = yes
}
# low income modifier
modifier = {
factor = 250
exists = planet
planet = {
has_available_jobs = "technician"
}
exists = owner
owner = {
is_ai = yes
has_monthly_income = {
resource = energy
value < 20
}
}
}
}
}
Last edited by Forblaze; Apr 5, 2023 @ 11:02am
Orion Invictus Apr 5, 2023 @ 11:01am 
Originally posted by Forblaze:
Originally posted by Orion Invictus:
but I have seen no indication of this.

It's in stellaris/common/pop_jobs

For example, here are the weights for technician

weight = {
weight = @worker_job_weight
mult = value:job_weights_modifier|JOB|technician|RESOURCE|energy|
modifier = {
factor = 100
OR = {
is_non_sapient_robot = yes
is_shackled_robot = yes
}
can_take_servant_job = no
can_fill_specialist_job = no
}
modifier = {
factor = 8
is_enslaved = yes
can_take_servant_job = no
OR = {
has_trait = trait_syncretic_proles
has_trait = trait_robot_superconductive
has_trait = trait_ingenious
}
}
modifier = {
factor = 2
OR = {
is_non_sapient_robot = yes
is_shackled_robot = yes
}
can_take_servant_job = no
}
modifier = {
factor = 0.25
can_take_servant_job = yes
}
# low income modifier
modifier = {
factor = 250
exists = planet
planet = {
has_available_jobs = "technician"
}
exists = owner
owner = {
is_ai = yes
has_monthly_income = {
resource = energy
value < 20
}
}
}
}
}

And now I have seen some indication of it. It still sucks that we can't manually put pops in the jobs we want (and that they were designed for).
Last edited by Orion Invictus; Apr 5, 2023 @ 11:09am
ScreamCon Apr 5, 2023 @ 11:41am 
Eh, efficiency loss is what your scared of? How bad could the efficiency loss possibly be?
Orion Invictus Apr 5, 2023 @ 12:00pm 
Originally posted by ScreamCon:
Eh, efficiency loss is what your scared of? How bad could the efficiency loss possibly be?
No, sometimes I just feel like optimizing things.
♠.brT Apr 5, 2023 @ 2:49pm 
Originally posted by Sero:
Are the robots more effective than the organics?
I heard it said that this is how the game determines which pop does what.

Yes
pipo.p Apr 5, 2023 @ 3:13pm 
Traits, etc, are evaluated in a separate script now. Elligible pops are evaluated in the triggered job according to the output they would generate (mult = value:job_weights_modifier|JOB|technician|RESOURCE|energy| line).
The later script is rather arcane, and I assume there is no errors in it.

I believe the issue is still how servitude is handled for robots before the synth tech level is researched.
Just research droid with AI forbidden, and look at how you can change robot (droid) species rights. It is confusing to me.
Lone Star Ranger Apr 5, 2023 @ 3:15pm 
Just enslave pops and then you can at least sort of determine what jobs they'll have assigned to them ... or better yet download a mod to fix this because I highly doubt paradox will ever give us the ability to control who gets what job
mss73055 Apr 5, 2023 @ 3:50pm 
I tell you! It's the robots taking out jobs!
The next moment your daughter will walk in, arm in arm with a robot!

I know her daddy'll really be after me
When his grandson's named Little Ice-T
Last edited by mss73055; Apr 5, 2023 @ 3:53pm
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Date Posted: Apr 5, 2023 @ 10:17am
Posts: 16