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Kingman

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My game is bugged and now I have a planet with some presapients working normal jobs

I changed the policy to extermination and yet they are still working those jobs as if it was nothing.

I know the commands from pre-4.0 but they are not working with the new version.
 
Throw this in Google Gemini and you will get done useful answers

"In Stellaris how can you kill pops with the console commands"

In Stellaris, you can use console commands to kill pops, but it's important to note that using console commands disables achievements for that save game. To open the console, press the tilde key (\~) or Shift + Alt + C.

Here are some common ways to kill pops with console commands:

**1. Kill a Specific Pop (by ID):**

* **Enable Debug Tooltip:** First, type `debugtooltip` into the console and press Enter. This will show various IDs, including pop IDs, when you hover over elements in the game.
* **Find the Pop ID:** Go to a planet's population tab, click on the strata bars (e.g., Worker, Specialist, Ruler) to expand them, and then hover your mouse over the specific pop you want to kill. Its ID will appear in the tooltip.
* **Kill the Pop:** Once you have the Pop ID (let's say it's `1234`), type `kill_pop 1234` into the console and press Enter.

**2. Kill Multiple Pops on a Selected Planet:**

* **Select the Planet:** Click on the planet where you want to kill pops.
* **Kill N Pops:** Use the following command, replacing `N` with the number of pops you want to kill:
```
effect this = { while = { count = N random_owned_pop = { kill_pop = yes } } }
```
For example, to kill 5 pops: `effect this = { while = { count = 5 random_owned_pop = { kill_pop = yes } } }`

**3. Kill Pops of a Specific Kind on a Selected Planet:**

* **Select the Planet:** Click on the planet.
* **Use conditions:** You can add conditions within the `limit` block to specify which pops to kill. Delete any lines you don't need. Replace `N` with the number of pops.
```
effect this = { while = { count = N random_owned_pop = { limit = {
# condition block starts here.
# Multiple lines will be treated as AND - all of them will need to be true
# has_job_category = specialist / worker / ruler # pop stratum, leave only one option
# is_unemployed = yes # currently unemployed
# has_trait = trait_strong # anyone with a given species trait
# pop_has_ethic = ethic_militarist # anyone of a given ethic
} kill_pop = yes } } }
```
For example, to kill 3 unemployed workers:
```
effect this = { while = { count = 3 random_owned_pop = { limit = { is_unemployed = yes has_job_category = worker } kill_pop = yes } } }
```

**4. Kill N Pops Across All Owned Planets (Randomly Distributed):**

* **Do not select anything:** Ensure you have nothing selected (no planet, no fleet, etc.).
* **Command:** Replace `N` with the total number of pops you want to kill across your empire.
```
effect while = { count = N random_owned_pop = { kill_pop = yes } }
```
This will kill N pops in total, distributed randomly across your planets.

**Important Notes:**

* **Ironman Mode:** Console commands do not work in Ironman mode.
* **Save Your Game:** It's always a good idea to save your game before using console commands, in case something goes wrong or you change your mind.
* **Version Updates:** Paradox games frequently receive updates. While these commands are generally stable, very occasionally a command might change or be deprecated in a new patch. If a command isn't working, check the Stellaris Wiki or community forums for the latest information.
 
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Why the hmm. As I said, throw it in Gemini and I posted the output so the OP wouldn't need to. Gemini seems fairly up to date on it's Stellaris knowledge.
This is just automated plagiarism, and the answer is clearly unusable, commenting out valid lines of code. Plus the Reddit post it has blatantly lifted is more than 2 years old, whereas OP has explicitly stated pre-4.0 methods do not work. Where do you think Gemini would get this new information? The Shroud? Why don't you ask your friend ChatGPT how to fix the lag and bugs?
 
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I just tried to help/steer the OP in hopefully a direction that I thought might at least helps him search in the right direction.
Also, I did not consult Reddit, I prefer a forum myself. I also made no claims that the info posted is the final or best answer.

If the info is wrong, then by all means help the OP by posting the solution.
 
No problem. I tested the kill command on a save of mine before posting and also used it on pre sapients I created with an event command via console. I was also able to delete the presapients. I am on the beta branch, not sure if that makes any difference.

Maybe somebody else will chime in to see if the kill_pop command works on presapients on their end or there might be another way to remove them.
 
I was able to delete one of the pops but the other one doesnt work

I have the ID and I write the kill_pop ID command and it doesnt recognize it as a valid target

The first one (which worked) was a pre sapient pop in a different group but same species and it worked
 
If the console command isn't working for that pop specifically, it might be part of whatever bug is causing that pop group to act oddly to begin with.
 
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Try shutting down all jobs the affected pops are working. This will push them into an 'unemployment' pop strata, which should have a different unique id#, one that you might be able to kill_pop.
 
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