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DiscoRay

Second Lieutenant
33 Badges
Nov 2, 2017
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Description
ME job weighing priorities lead causing low stablity

Game Version
3.0.2 91c1

What version do you use?
Steam

What expansions do you have installed?


Do you have mods enabled?

No

Please explain your issue is in as much detail as possible.
The job weighing for machine empires seems to be off, with maintenance drones looking like they come last in the pecking order to be filled, even if amenities and stability are both in the red, newly built pops still go into other open job slots. Warrior jobs seem to have top weighing. Miner jobs are then next, then it's energy drones, and finally maintenance drones will get filled at that point if it is left to it's own devices.

This requires the player to manually reduce/disable jobs, then manually enable them again over time as more pops are built. The problem snowballs as game time advances, as this makes the use of automation unviable, and also prevents building structures/districts ahead of time for new colonies, especially machine worlds which have all their building slots unlocked immediately. The system will happily let amenities and stability fall to the floor, while filling every other job but maintenance drones.

Interestingly, on the bug01 screenshot attached, when I manually disabled the 5th miners job, that transferred to an energy job, and upon restoring that miners job, it did not transfer back. When my next pop was built, it filled the 5th miner job at that point. I then built a stronghold, that took 2 miner jobs away to fill the new warrior jobs created. I then built next a Mineral Purification Hub, and then all 8 miner jobs got allocated, taking away most of my energy and maintenance drones, plunging amenities and stability well into the red, and also putting my whole empire into a big monthly energy deficit. (See screenshot bug02)

Could this be checked out please? Thank you. :)

Steps to reproduce the issue.
Play as XT-Eliminator Machine Empire and add new buildings & districts to homeworld/colony and watch the job allocations.

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Last edited:
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I've encountered similar issues in that it seems like the only way to get amenities to function properly on gestalt empire worlds is by manually prioritizing and restricting jobs. The game seems to treat maintenance drones as "just another worker drone", which leads to issues if you create a lot of specialist tier jobs.

The following screenshots are the result of the default job prioritization on a planet I attempted to "pre-build" to limit micromanagement. I have let the game run for a good 6 months - 1 year and it has not swapped around any of the pops to bring stability out of the deep red.

LowStab1.png


LowStab2.png


This is not a problem that is new to 3.0 (this happened frequently with gestalts in 2.8 too), but considering that one of the stated goals of the 3.0 rework was to reduce micro-management and allow players to "pre-build" their planets, it doesn't seem intended that the only way to get your planets to function as a gestalt empire is to prioritize maintenance drone jobs while also manually restricting jobs so that I don't have a planet of only maintenance drones. i.e. something like this:

FixedLowStab.png