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Bir çeviri sorunu bildirin
I am loving the mod so far!
Thanks for reminding me about overflow issues, didn't even occur to me that would be a problem
I am guessing maybe your weight multiplier is set too high, when 3 positive science weight traits were assigned to the same species, the job weight for researchers is multiplied by a billion for that species, it might be over some sort of thershhold of the game.
As for the amenities problem, my guess is that because my main species has the Repugnant trait, it already has a negetive multiplyer towards clerk jobs, maybe adding the negetive weight trait for amenities made it past the negetive thershhold of some kind.
Anyways, I am able to achieve what I wanted with this mod in the end, so thank you again for this mod, and hope my comment can be of some help to you.
I was trying to start a new game with the Syncretic Evolution origin, so I started the game with two species. My main species has the Repugnant trait so I want it to stop working as clerks, it also has the Intelligent trait. At first I only assigned the traits from this mod to my main species, but it did not work at all. I gave my main species all 3 positive science weight traits, and the negetive weight trait for amenities.
I had the same problem as @ManuG, the 2 pop that were supposed to work as researchers became straight out unemployed, while no pop was working as researchers. I tried to give only one of the three traits to my mian species and it seemed to be working just fine.
I mean the mod does indeed work for worker class bots in bio-pop empires and machine empires, so it's not that it wouldn't work at all. It just seems to mess up upper class jobs for machine empires. No clue what's the reason for that. Fun fact: When activated midgame it works as intended first, but as soon as i save and open the game later, it sends all upper class bots to the worker stratum.