Description
v4.0 Virtual Ring Segments give physicists and engineers for gestalts (instead of physics and engineering subroutines)
Game Version
4.0.10
What version do you use?
Steam
What expansions do you have installed?
Plantoids, Humanoids, Synthetic Dawn, Utopia, Leviathans Story Pack, Apocalypse, Megacorp, Distant Stars, Ancient Relics, Lithoids, Federations, Necroids, Nemesis, Aquatics, Overlord, Toxoids, First Contact, Galactic Paragons, Astral Planes, The Machine Age, Grand Archive
Do you have mods enabled?
No
Please explain your issue is in as much detail as possible.
There is a mistake in the inline scripts for the "Productivity Simulations" tradition in the Virtual tree.
When that tradition is taken for ringworld segments that produce physicist and engineering subroutine jobs, the effect will create 500 physicist or engineer jobs (the kind for non-gestalt empires that consume consumer goods) instead of adding 500 of the gestalt version of the job.
Steps to reproduce the issue.
Cheating/console commands are fine to reproduce this:
1) Load a game with the shattered ring origin and repair the ring segments
2) Build the engineering and physics specialization zones in the main urban segments
3) Take the Virtual ascension tree; the method does not matter.
4) Take the Productivity Simulations tradition in the Virtual ascension tree.
5) Observe the jobs given by city districts on the ring world. You should see several Specialist jobs (non-gestalt) that use consumer goods as upkeep.
The problem can be easily fixed by modifying the game's script files:
common/inline_scripts/jobs/zone_engineers_add.txt line 278
common/inline_scripts/jobs/zone_physicists_add.txt line 278
job_engineer_add -> job_calculator_engineer_add
job_physicist_add -> job_calculator_physicist_add
Happy fixing!
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v4.0 Virtual Ring Segments give physicists and engineers for gestalts (instead of physics and engineering subroutines)
Game Version
4.0.10
What version do you use?
Steam
What expansions do you have installed?
Plantoids, Humanoids, Synthetic Dawn, Utopia, Leviathans Story Pack, Apocalypse, Megacorp, Distant Stars, Ancient Relics, Lithoids, Federations, Necroids, Nemesis, Aquatics, Overlord, Toxoids, First Contact, Galactic Paragons, Astral Planes, The Machine Age, Grand Archive
Do you have mods enabled?
No
Please explain your issue is in as much detail as possible.
There is a mistake in the inline scripts for the "Productivity Simulations" tradition in the Virtual tree.
When that tradition is taken for ringworld segments that produce physicist and engineering subroutine jobs, the effect will create 500 physicist or engineer jobs (the kind for non-gestalt empires that consume consumer goods) instead of adding 500 of the gestalt version of the job.
Steps to reproduce the issue.
Cheating/console commands are fine to reproduce this:
1) Load a game with the shattered ring origin and repair the ring segments
2) Build the engineering and physics specialization zones in the main urban segments
3) Take the Virtual ascension tree; the method does not matter.
4) Take the Productivity Simulations tradition in the Virtual ascension tree.
5) Observe the jobs given by city districts on the ring world. You should see several Specialist jobs (non-gestalt) that use consumer goods as upkeep.
The problem can be easily fixed by modifying the game's script files:
common/inline_scripts/jobs/zone_engineers_add.txt line 278
common/inline_scripts/jobs/zone_physicists_add.txt line 278
job_engineer_add -> job_calculator_engineer_add
job_physicist_add -> job_calculator_physicist_add
Happy fixing!
Upload Attachment
File(s) attached