entertainer = { category = specialist swappable_data = { default = { condition_string = SPECIALIST_JOB_TRIGGER building_icon = building_holo_theatres } # Duelists swap_type = { trigger = { entertainer_is_duelist_trigger = yes entertainer_is_storm_dancer_trigger = no } name = duelist desc = duelist icon = duelist condition_string = BATTLE_THRALL_JOB_TRIGGER weight = 5 } # Storm Dancers swap_type = { trigger = { entertainer_is_duelist_trigger = no entertainer_is_storm_dancer_trigger = yes } name = storm_dancer desc = storm_dancer icon = storm_dancer building_icon = building_storm_summoning_theater weight = 5 } # Storm Duelists swap_type = { trigger = { entertainer_is_duelist_trigger = yes entertainer_is_storm_dancer_trigger = yes } name = storm_duelist desc = storm_duelist icon = duelist building_icon = building_storm_summoning_theater condition_string = BATTLE_THRALL_JOB_TRIGGER weight = 20 } } tags = { amenities unity } possible_pre_triggers = { has_owner = yes is_being_purged = no is_being_assimilated = no is_sapient = yes } possible = { if = { limit = { entertainer_is_duelist_trigger = yes } battle_thrall_job_check_trigger = yes } else = { entertainer_job_check_trigger = yes } } resources = { category = planet_entertainers produces = { unity = 1 } upkeep = { trigger = { entertainer_is_duelist_trigger = no } consumer_goods = 1 } # Job Swap - Duelist produces = { trigger = { entertainer_is_duelist_trigger = yes } unity = 1 } upkeep = { trigger = { entertainer_is_duelist_trigger = yes entertainer_is_storm_dancer_trigger = no } alloys = 0.5 } # Job Swap - Storm Dancer produces = { trigger = { entertainer_is_storm_dancer_trigger = yes } unity = 3 } upkeep = { trigger = { entertainer_is_storm_dancer_trigger = yes entertainer_is_duelist_trigger = no } consumer_goods = 1 } upkeep = { trigger = { entertainer_is_storm_dancer_trigger = yes entertainer_is_duelist_trigger = yes } alloys = 1 } } triggered_planet_modifier = { potential = { always = yes } planet_amenities_add = 1250 mult = value:scripted_modifier_mult|MODIFIER|pop_job_amenities_mult| } ## Duelist triggered_planet_modifier = { potential = { entertainer_is_duelist_trigger = yes exists = owner owner = { has_councilor = { COUNCILOR = "councilor_warrior_culture" } } } planet_amenities_add = 100 mult = value:scripted_modifier_councilor_level_mult|MODIFIER|pop_job_amenities_mult|TYPE|councilor_warrior_culture| } triggered_country_modifier = { potential = { entertainer_is_duelist_trigger = yes } country_naval_cap_add = 2 } triggered_country_modifier = { potential = { entertainer_is_duelist_trigger = yes has_councilor = { COUNCILOR = "councilor_warrior_culture" } } country_naval_cap_add = 0.2 mult = value:councilor_level|TYPE|councilor_warrior_culture| } weight = { weight = @high_prio_specialist_job_weight mult = value:job_weights_modifier|JOB|entertainer|RESOURCE|unity|FACTOR|0.25| mult = value:scripted_modifier_job_weight_mult|MODIFIER|pop_job_amenities_mult| modifier = { factor = 0.2 has_citizenship_rights = no NOT = { has_trait = trait_mechanical } } modifier = { factor = 3 has_trait = trait_robot_domestic_protocols OR = { is_non_sapient_robot = yes is_shackled_robot = yes } } modifier = { factor = 0.1 is_domestic_servant = yes } modifier = { factor = 50 } modifier = { add = 500 exists = planet planet = { has_modifier = artistic_boom } } } inline_script = "jobs/automodding_priority_amenities" } entertainer = { category = specialist swappable_data = { default = { condition_string = SPECIALIST_JOB_TRIGGER building_icon = building_holo_theatres } # Duelists swap_type = { trigger = { entertainer_is_duelist_trigger = yes entertainer_is_storm_dancer_trigger = no } name = duelist desc = duelist icon = duelist condition_string = BATTLE_THRALL_JOB_TRIGGER weight = 5 } # Storm Dancers swap_type = { trigger = { entertainer_is_duelist_trigger = no entertainer_is_storm_dancer_trigger = yes } name = storm_dancer desc = storm_dancer icon = storm_dancer building_icon = building_storm_summoning_theater weight = 5 } # Curator swap_type = { trigger = { entertainer_is_curator_trigger = yes } name = curator desc = curator icon = historical_curator building_icon = aesthetic_wonders_holomuseum weight = 10 } # Storm Duelists swap_type = { trigger = { entertainer_is_duelist_trigger = yes entertainer_is_storm_dancer_trigger = yes } name = storm_duelist desc = storm_duelist icon = duelist building_icon = building_storm_summoning_theater condition_string = BATTLE_THRALL_JOB_TRIGGER weight = 20 } # Reenactor swap_type = { trigger = { entertainer_is_duelist_trigger = yes entertainer_is_curator_trigger = yes } name = reenactor desc = reenactor icon = duelist building_icon = aesthetic_wonders_holomuseum condition_string = BATTLE_THRALL_JOB_TRIGGER weight = 20 } } tags = { amenities unity } possible_pre_triggers = { has_owner = yes is_being_purged = no is_being_assimilated = no is_sapient = yes } possible = { if = { limit = { entertainer_is_duelist_trigger = yes } battle_thrall_job_check_trigger = yes } else = { entertainer_job_check_trigger = yes } } resources = { category = planet_entertainers produces = { unity = 0.5 } upkeep = { trigger = { entertainer_is_duelist_trigger = no } consumer_goods = 1 } # Job Swap - Curator produces = { trigger = { entertainer_is_curator_trigger = yes } society_research = 0.5 } upkeep = { trigger = { entertainer_is_curator_trigger = yes entertainer_is_duelist_trigger = no } consumer_goods = 1 } upkeep = { trigger = { entertainer_is_curator_trigger = yes entertainer_is_duelist_trigger = yes } alloys = 0.5 } # Job Swap - Duelist produces = { trigger = { entertainer_is_duelist_trigger = yes } unity = 0.5 } upkeep = { trigger = { entertainer_is_duelist_trigger = yes entertainer_is_storm_dancer_trigger = no } alloys = 0.5 } # Job Swap - Storm Dancer produces = { trigger = { entertainer_is_storm_dancer_trigger = yes } unity = 1.5 } upkeep = { trigger = { entertainer_is_storm_dancer_trigger = yes entertainer_is_duelist_trigger = no } consumer_goods = 1 } upkeep = { trigger = { entertainer_is_storm_dancer_trigger = yes entertainer_is_duelist_trigger = yes } alloys = 1 } } triggered_planet_modifier = { potential = { owner? = { NOT = { has_valid_civic = civic_dystopian_society } } } planet_amenities_add = 1250 mult = value:scripted_modifier_mult|MODIFIER|pop_job_amenities_mult| } triggered_country_modifier = { potential = { entertainer_is_duelist_trigger = yes } country_naval_cap_add = 2 } triggered_planet_modifier = { potential = { owner? = { has_modifier = exploitation_accord } } planet_jobs_produces_mult = @accord_exploitation_resources_from_jobs } weight = { weight = @high_prio_specialist_job_weight mult = value:scripted_modifier_job_weight_mult|MODIFIER|pop_job_amenities_mult| modifier = { factor = 0.2 has_citizenship_rights = no NOT = { has_trait = trait_mechanical } } modifier = { factor = 3 has_trait = trait_robot_domestic_protocols OR = { is_non_sapient_robot = yes is_shackled_robot = yes } } modifier = { factor = 0.1 is_domestic_servant = yes } modifier = { factor = 50 } modifier = { add = 500 colony? = { has_modifier = artistic_boom } } modifier = { factor = 1.2 OR = { has_citizenship_type = { type = slut_markings } has_citizenship_type = { type = mandatory_breeding } has_citizenship_type = { type = orgasmic_consent } has_citizenship_type = { type = compulsive_exclusivity } has_citizenship_type = { type = fuck_meat } has_citizenship_type = { type = emergency_relief } } } } inline_script = "jobs/automodding_priority_charisma" }