If you want to disable Metallurgist/Catalytic Technician jobs you'll need to add the condition to these potential blocks:
Code:
triggered_planet_modifier = {
potential = {
exists = owner
owner = {
is_regular_empire = yes
is_catalytic_empire = no
}
}
modifier = {
job_foundry_add = 6
}
}
triggered_planet_modifier = {
potential = {
exists = owner
owner = {
is_regular_empire = yes
is_catalytic_empire = yes
}
}
modifier = {
job_catalytic_technician_add = 6
}
}
triggered_desc = {
trigger = {
exists = owner
owner = {
is_regular_empire = yes
is_catalytic_empire = no
}
}
text = job_foundry_effect_desc
}
triggered_desc = {
trigger = {
exists = owner
owner = {
is_regular_empire = yes
is_catalytic_empire = yes
}
}
text = job_catalytic_technician_effect_desc
}
If you want to disable it entirely and replace it with a research arcology you'll instead need to add the condition to the potential and show_on_uncolonized blocks at the start of the arcology data:
Code:
show_on_uncolonized = {
uses_district_set = city_world
}
potential = {
uses_district_set = city_world
}
It would probably be cleaner to swap entire districts rather than just jobs. Though if you're doing that I would recommend replacing the fairly useless Residential Arcology (all arcologies give more housing than jobs) with a Research Arcology for everyone rather than replacing the Foundry Arcology with it just for megacorps.
Edit: After giving it a bit more thought I think it would be ideal to turn the Residential Arcology into a Commercial Arcology instead, for better compatibility. The game namely will turn City Districts into Habitation Arcologies so there would be a continuation of Clerk jobs when a planet is upgraded. And then the Research Arcology would be added as the 5th district type.
I'm actually starting to like the idea so much I'll probably make such a mod myself.
Edit 2: I just realized an issue with my plan, Ecumenopolises are now available to Rogue Servitors who don't produce any trade so there would be a conversion issue there.