Surviving Mars

Surviving Mars

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Career A.I.
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Dec 28, 2018 @ 11:17pm
Jun 18, 2022 @ 11:13pm
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Career A.I.

In 1 collection by SkiRich
SkiRich's Mods
55 items
Description
Career A.I.
v1.8.8 June 19th, 2022

B&B and Prunariu Patch Compatible

The Intelligent workplace selection and jobhunting A.I. for colonists.
Career A.I. introduces three new A.I.'s for colonists, an Intelligent Workplace Selection A.I. a Job Hunting A.I., and a Job Migration A.I.

Features at a Glance
  • Specialists will look for specialist employment before taking a non-specialist or wrong specialist position.*
  • Non-Specialists will look for non-specialist employment before taking an allowed specialist position.*
  • Unemployed will seek out employment colony wide.
  • Works colony wide.
  • Influences and causes worker migration for maximum workplace performance when possible.
  • All workplace filters, dome filters and passage filters work as intended.
  • All normal in game colonist statistics (morale/sickness/comfort) for work performance work as intended.
  • You can still manually move colonists if you want.
  • Automatically shuts itself down when incompatible mods are detected and running.
  • You can manually at anytime shut off all the A.I.'s and return to vanilla gameplay by unchecking the mod config option in game. Usefull if you suspect something is wrong or just want to play default.
  • Does not alter any workplace or building mechanics.
  • Does not force Brazil colonists to migrate since there is no commuter penalty for Brazil
  • Creates residence reservations prior to migrations preventing homeless migrations
  • Amateurs Game Rule compatible
  • Mod Options and Mod Config Rebornn options to turn off Career A.I and use build in native workplace A.I.
* Assuming workplace filters allow for this.

Intelligent Workplace Selection A.I.
  • Always working, colonists naturally seek appropriate employment first and alternate employment last.
  • Specialists will look for specialist employment before taking a non-specialist or wrong specialist position.*
  • Non-Specialists will look for non-specialist employment before taking an allowed specialist position.*
  • Prevents colonists from constantly job hopping within a dome or connected dome if the new job is no better than what they had before or the colonist they would have replaced would not increase workplace performance.
  • Colonists will naturally attempt to live in the same dome as their job if space is available.
  • Colonists will live in a connected dome to the dome their employer resides as a last resort.
* Assuming workplace filters allow for this.

Job Hunting A.I.
Once a sol both specialists and non-specialists working in the wrong specialty or unemployed will seek out better/appropriate employment based on their specialization and workplace filters.

Job Migration A.I.
Once a sol workers not living in the dome of their employer will seek out living space in the same dome as their jobs if it is available and move.

Worker Migrations and Living Spaces
One of the tasks the new A.I. attempts to perform is worker migration to the dome that has the job they want so that the maximum performance of each worker is reached.

In a connected or walking distance dome:
A worker will take a job in a connected or walkable dome. If there is living space available in the employers dome, then the worker will migrate to that dome as well.
If there is no living space available in the employers dome then the worker will live in his home dome and commute if the passage filters allow for it.

In a disconnected and distant dome:
A worker will take the job (if they can get there) in the distant dome regardless of living space.
It is up to you to make sure there is enough living space in the distant dome for all colonists working there.

Timing
Intelligent Workplace Selection A.I. - always running
Job Hunting A.I. for Specialists - Happens at 08:00 hours
Job Hunting A.I. for Non-Specialists - Happens at 16:00 hours
Job Migration A.I. - Happens at 22:00 hours
Optionally team this mod up with Martian Clock to see the current time on screen -> Martian Clock

Manually moving colonists
With the A.I's running I do not recommend manually moving colonists unless you really cannot wait for the timing. It should no longer be necessary.
However, if you do manually move them, and you move them incorrectly or inappropriately for their job types, the A.I.'s will attempt to fix that in the next cycle.
If you want you can turn off the A.I. using Mod Config Reborn.
Mod Config Reborn is here -> Mod Config Reborn

Dome Filters, Job Filters, and Passage Filters
Career A.I fully integrates with filters. If filters are set for any of these types, Careers A.I. will respect them and work with them.
That said, many a player has shot themselves in the foot using filters incorrectly. Take care when setting them.

Sanatoriums and Training Buildings
Sanatoriums and Training Buildings (schools and MU) are technically workplaces in the mechanics of the code but are not considered or affected in Career A.I.
Colonists will go to these using vanilla in game mechanics as before. They have to be able to reach them as before or move them manually.

Gotchas and Development Notes
After reading all this you may be wondering what the downsides of using this mod are.
There are no downsides, but there are two situations to be careful to look out for:
The first I already mentioned, if a colonist is migrating to a far away dome for work they wont care if there is enough living space at the destination. Make sure you plan for having living space for all workers whether in the destination dome or a connected dome.
The second is having enough jobs for your non-specialists and unemployed. If you noticed, the Career A.I. is geared to employ best case employment strategy for specialists, then best case for non-specialist.
If you have more non-specialists than specialists you need to make sure that they have someplace to work or train them up.
Non-specialists will work anywhere if the filters let them however non-Specialist will not migrate to work at specialty workplaces in disconnected far away domes quickly (they will eventually), they will migrate quickly for non-specialist work and quickly for walking distance work.
Career A.I. is pure code built for making decisions around where to work and when to migrate for that work and that's it.
It does not alter any game mechanics such as building priority or filtering.

Amateurs Game Rule
When playing with Amateurs Game Rule Career A.I disables itself until at least 20 specialists are in your colony. Quantity settable via Mod Config Reborn option.
Career A.I will check once a sol until you get the required amount specialists.
Vanilla game workplace selection will be running during this time.

Incompatible Mods
Career A.I. will detect running incompatible mods and shut itself off (internally) to prevent issues during gameplay.
Career A.I. adds significant code to worker intelligence. The new code and changes to the games' source code are incompatible with any mod that changes the same source code.
Career A.I. is also incompatible with any mod that changes or influences workplace or colonist behavior towards employment.
In order to have Career A.I. run, none of the incompatible mods can be enabled.
The following list constitutes known incompatible mods, there could be more:
  • Smarter Migration AI
  • Smarter Worker AI
  • Better AI
  • Martian Economy - The original

Like this mod? VOTE UP!

Please check out some of my other work which is all fully compatible with each other:
SkiRich's Mods Collection
Popular Discussions View All (10)
92
Mar 24 @ 11:49am
PINNED: Bug Reports
SkiRich
3
Jan 8, 2019 @ 6:45am
Residence Slot Priority
Sultan Siak
2
Oct 11, 2021 @ 9:46am
Smarter children too, please?
BlackDragon
250 Comments
[KKJ] drunken monkey Mar 25 @ 9:31pm 
@Alvenhar or anyone else with suffocating migrants, there's a mod to work around that for now: https://steamcommunity.com/sharedfiles/filedetails/?id=2794807829&searchtext=suffocate
Evilcouchpotato Mar 7 @ 7:02pm 
Thanks SkiRich!
SkiRich  [author] Mar 7 @ 12:31pm 
I'll have to take a look and see what needs a refresh.
Vigorous Gil Feb 22 @ 7:13pm 
Bumping this to see how much you're willing to try and update it even in 2024 haha
Eyestone Jan 20 @ 12:28pm 
This mod keeps crashing/freezing my game :C
And update would be amazing...
bit Oct 19, 2024 @ 3:45am 
yep I have this issue too, colonists walk on feet to faraway dome and don't wait on shuttles
Alvenhar Sep 7, 2024 @ 6:05am 
I keep losing colonists who try to migrate on foot and suffocate instead of using the available shuttles, and this only happens when the mod is enabled. Could you please look into this, because otherwise I love how the mod really makes much smarter workplace decisions!
Polnoch Aug 25, 2024 @ 5:44pm 
please add trains support. Thank you, author!
Michaellaneous [ZF] Jul 17, 2024 @ 6:23am 
I run into the issues that sometimes during the day, basically every single colonists gets unemployed. It then takes another day for all slots to be filled only for it to happen again. Not running the train DLC. Is this intended behavior?
Yindiram The Faerie Dragon Apr 29, 2024 @ 9:49am 
not surprised, trains dlc sucks