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grommile

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Jun 4, 2011
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Is there a cleaner way of saying "never fill a clerk job if anything else available" than adding the following?

Code:
                modifier = {
                        factor = 0
                        planet = {
                                OR = {
                                        has_available_jobs = "technician"
                                        has_available_jobs = "miner"
                                        has_available_jobs = "farmer"
                                        has_available_jobs = "crystal_miner"
                                        has_available_jobs = "gas_extractor"
                                        has_available_jobs = "mote_harvester"
                                        has_available_jobs = "preacher"
                                        has_available_jobs = "mortal_initiate"
                                }
                        }
                }
                modifier = {
                        factor = 0
                        ruler_job_check_trigger = yes
                        planet = {
                                OR = {
                                        has_available_jobs = "head_researcher"
                                        has_available_jobs = "high_priest"
                                        has_available_jobs = "administrator"
                                        has_available_jobs = "noble"
                                        has_available_jobs = "merchant"
                                        has_available_jobs = "executive"
                                }
                        }
                }
                modifier = {
                        factor = 0
                        specialist_job_check_trigger = yes
                        planet = {
                                OR = {
                                        has_available_jobs = "colonist"
                                        has_available_jobs = "researcher"
                                        has_available_jobs = "priest"
                                        has_available_jobs = "death_priest"
                                        has_available_jobs = "enforcer"
                                        has_available_jobs = "telepath"
                                        has_available_jobs = "entertainer"
                                        has_available_jobs = "duelist"
                                        has_available_jobs = "culture_worker"
                                        has_available_jobs = "bureaucrat"
                                        has_available_jobs = "chemist"
                                        has_available_jobs = "translucer"
                                        has_available_jobs = "gas_refiner"
                                        has_available_jobs = "roboticist"
                                        has_available_jobs = "healthcare"
                                        has_available_jobs = "manager"
                                        has_available_jobs = "necromancer"
                                        has_available_jobs = "bluelotus_technician"
                                        has_available_jobs = "death_chronicler"
                                        has_available_jobs = "necro_apprentice"
                                        has_available_jobs = "foundry"
                                        has_available_jobs = "artisan"
                                }
                        }
                }
 
If you want clerks to be the very last option considered, you can just reduce clerk base weight to a very low value without needing to check for other jobs.

Be careful with that though, since AIs rely on clerks for amenities.
 
Is there a cleaner way of saying "never fill a clerk job if anything else available" than adding the following?

Code:
                modifier = {
                        factor = 0
                        planet = {
                                OR = {
                                        has_available_jobs = "technician"
                                        has_available_jobs = "miner"
                                        has_available_jobs = "farmer"
                                        has_available_jobs = "crystal_miner"
                                        has_available_jobs = "gas_extractor"
                                        has_available_jobs = "mote_harvester"
                                        has_available_jobs = "preacher"
                                        has_available_jobs = "mortal_initiate"
                                }
                        }
                }
                modifier = {
                        factor = 0
                        ruler_job_check_trigger = yes
                        planet = {
                                OR = {
                                        has_available_jobs = "head_researcher"
                                        has_available_jobs = "high_priest"
                                        has_available_jobs = "administrator"
                                        has_available_jobs = "noble"
                                        has_available_jobs = "merchant"
                                        has_available_jobs = "executive"
                                }
                        }
                }
                modifier = {
                        factor = 0
                        specialist_job_check_trigger = yes
                        planet = {
                                OR = {
                                        has_available_jobs = "colonist"
                                        has_available_jobs = "researcher"
                                        has_available_jobs = "priest"
                                        has_available_jobs = "death_priest"
                                        has_available_jobs = "enforcer"
                                        has_available_jobs = "telepath"
                                        has_available_jobs = "entertainer"
                                        has_available_jobs = "duelist"
                                        has_available_jobs = "culture_worker"
                                        has_available_jobs = "bureaucrat"
                                        has_available_jobs = "chemist"
                                        has_available_jobs = "translucer"
                                        has_available_jobs = "gas_refiner"
                                        has_available_jobs = "roboticist"
                                        has_available_jobs = "healthcare"
                                        has_available_jobs = "manager"
                                        has_available_jobs = "necromancer"
                                        has_available_jobs = "bluelotus_technician"
                                        has_available_jobs = "death_chronicler"
                                        has_available_jobs = "necro_apprentice"
                                        has_available_jobs = "foundry"
                                        has_available_jobs = "artisan"
                                }
                        }
                }
Clerk job weight is scripted variable (in megacorp scripted variables). Change that to 0.000001 (you can overwrite it individually; it's FIOS) or something (Starnet changes it to 0.15 vs normal worker job's 1). I just removed clerks entirely in my games (except for Commerce zones/segments/districts, since if you build those, you want clerks... for some reason). No point in doing the tedious busywork of disabling all clerk jobs myself, and the AI will still fill them as long as they exist.