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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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.
Upload Attachment
File(s) attached
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