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Glorval

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Sep 3, 2016
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Description
Catalytic Processing on Habitats Breaks Foundry Station Setting Version 3.1.1 22a5

Game Version
3.1.1

What version do you use?
Steam

What expansions do you have installed?
Synthetic Dawn, Utopia, Leviathans Story Pack, Apocalypse, Megacorp, Lithoids, Federations

Do you have mods enabled?
No

Please explain your issue is in as much detail as possible.
Using a habitat start with a Megacorp (Don't know if that somehow effects it) and catalytic processing, when a habitat is set to a 'Foundry Station' it is expected that Artisan jobs get replaced with Metallurgists, or in this case Catalytic Processor jobs. However, this is not the case and the artisan jobs remain.

Steps to reproduce the issue.
Make a Megacorp nation with Catalytic Processing
Set a habitat to "Foundry Station"
Artisan jobs don't get replaced with Catalytic Processor jobs

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triggered_planet_modifier = {
potential = {
has_designation = col_habitat_foundry
exists = owner
owner = {
is_regular_empire = yes
is_crafter_empire = yes
is_catalytic_empire = yes
}
}
modifier = {
job_artisan_add = -1
job_catalytic_technician_add = 1
}
}

triggered_planet_modifier = {
potential = {
has_designation = col_habitat_foundry
exists = owner
owner = {
is_regular_empire = yes
is_crafter_empire = yes
is_catalytic_empire = yes
}
}
modifier = {
job_artificer_add = -1
job_catalytic_technician_add = 1
}
}

From the 03_habitat_districts.txt file, we can see that there is a duplicate "is_crafter_empire = yes" entry at the top, when it should be "is_crafter_empire = no". The result is no Catalytic Technicians being added and no Artisans being removed, if you don't also have Masterful Crafters. On the flipside, if you select both civics, you end up with -1 Artisan jobs, and 3 Catalytic Processing jobs. Only requires changing the first "is_crafter_empire = yes" to "is_crafter_empire = no" for things to work properly.
 

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From the 03_habitat_districts.txt file, we can see that there is a duplicate "is_crafter_empire = yes" entry at the top, when it should be "is_crafter_empire = no". The result is no Catalytic Technicians being added and no Artisans being removed, if you don't also have Masterful Crafters. On the flipside, if you select both civics, you end up with -1 Artisan jobs, and 3 Catalytic Processing jobs. Only requires changing the first "is_crafter_empire = yes" to "is_crafter_empire = no" for things to work properly.
And the plot thickens as another bug is layered on top
 
From the 03_habitat_districts.txt file, we can see that there is a duplicate "is_crafter_empire = yes" entry at the top, when it should be "is_crafter_empire = no". The result is no Catalytic Technicians being added and no Artisans being removed, if you don't also have Masterful Crafters. On the flipside, if you select both civics, you end up with -1 Artisan jobs, and 3 Catalytic Processing jobs. Only requires changing the first "is_crafter_empire = yes" to "is_crafter_empire = no" for things to work properly.
That explains why I foundries appeared to work with one empire, while the setting just reduces upkeep without Artificers, thanks!
 
Description
Catalytic Processing on Habitats Breaks Foundry Station Setting Version 3.1.1 22a5

Game Version
3.1.1

What version do you use?
Steam

What expansions do you have installed?
Synthetic Dawn, Utopia, Leviathans Story Pack, Apocalypse, Megacorp, Lithoids, Federations

Do you have mods enabled?
No

Please explain your issue is in as much detail as possible.
Using a habitat start with a Megacorp (Don't know if that somehow effects it) and catalytic processing, when a habitat is set to a 'Foundry Station' it is expected that Artisan jobs get replaced with Metallurgists, or in this case Catalytic Processor jobs. However, this is not the case and the artisan jobs remain.

Steps to reproduce the issue.
Make a Megacorp nation with Catalytic Processing
Set a habitat to "Foundry Station"
Artisan jobs don't get replaced with Catalytic Processor jobs

Upload Attachment
File(s) attached
Great report, I've run into this this week too!