Pop Job modding

Version

Please help with verifying or updating older sections of this article. At least some were last verified for version 2.6.

This article is for the PC version of Stellaris only.

This page is about how to modify existing and how to create new Jobs.

## Social Strata

A Social Stratum is the position of a group of Pops in a society. They are defined at "Stellaris/common/pop\_categories/.

In the planet population view, jobs are grouped by strata and strata are sorted based on the order they are defined in files.

### Questions & Answers

**Why is a Specialist Pop never attracted to a Worker job?**0
The  Specialist Stratum has higher `rank` than the  Worker Stratum, making it unwilling to take any Worker jobs.

The  Complex Drone Stratum has the same `rank` as the  Menial Drone Stratum, making them willing to take Menial Drone jobs if the mastermind so desire.
**How does demotion work?**0
If a Stratum has `keep_from_former_job = yes`, a Pop of this Stratum will still be of this Stratum after unemployment, until a number of days equal to the `demotion_time` have been passed.

For example, the  Specialist Stratum is ranked 2 with a demotion time of 1800 days, making an unemployed Pop that is formerly a Specialist job to still consider itself a Specialist and will only accept a Specialist or Ruler job, until 1800 days have been passed and it will finally stop hiding itself from reality and demote itself to  Worker Stratum, or "reset" its Stratum by technical.

The  Complex Drone Stratum does NOT have `keep_from_former_job = yes` or `demotion_time`, making Pops of this Stratum to immediately reset the Stratum after unemployment.
**How does slavery work?**0
A Slave might take jobs from  Specialist or  Worker Stratum, but a Slave will never receive the same amount of  Consumer Goods upkeep of a Specialist or a Worker. Actually,  Slave is a special Stratum with no Jobs specifing itself of it, while it has a higher `weight` than any of the common Strata. It also has a custom `assign_to_pop`.

The actual Stratum of a Pop is selected from all Strata with a custom `assign_to_pop` plus the current Stratum of the Job the Pop is working in. For example, a Pop with Indentured Servitude slavery type working as an  Artisan will choose its Stratum from  Specialist,  Worker and  Slave, with Slave being with the highest `weight`, making this Pop a Slave beyond all. *(Worker do also have a custom `assign_to_pop`.)*

During the days an unemployed  Specialist Pop wait for a Specialist or Ruler job until its demotion, it still "sees" the  Worker Stratum and view it as a lower weighted Stratum, making it unwilling to reconsider itself a Worker. If you enslave it now, it will "see" the  Slave Stratum being with higher `weight` than the Specialist Stratum, and it will now be forced to consider itself a Slave.
**What if some parameters were changed?**0
If the  Specialist Stratum and the  Worker Stratum had the same `rank`, an unemployed Specialist Pop will happily take a Worker job after unemployment and will instantly become a Worker, and if there was no Worker jobs available, the Pop will become an unemployed Specialist and needs time to demote until a Worker job is available.

If the Specialist Stratum had lower `weight` than the Worker Stratum, a Pop in Specialist job will still be a Worker, consuming the same amount of  Consumer Goods as a Worker, and it will be of needing no time at all to demote.
## Jobs

Jobs are defined at "common/pop\_jobs/xxx.txt".

### Questions & Answers

**How to have a Job to produce something more or less without overwritting it?**0
* If you are asking about how to make a Job to produce more resources of a certain type, head to the `resource` block and find its economy category, then head to the "common/economy\_categories" to find what kind of modifiers are generated for this economy category.
	+ For example,  Researcher has its own economy category that "produces\_mult" modifiers would be generated, making modifiers like `job_researchers_physics_research_produces_mult` usable. However, since "produces\_add" modifiers won't be generated, it's impossible to have researchers produce resources they originally can't, unless you overwrite the economy categories and force it to generate your required kind of modifiers.
	+ Also,  Miner has its own economy category that both "produces\_mult" and "produces\_add" modifiers would be generated, making `job_miners_minerals_produces_add` usable. You can also use the modifier `job_miners_minor_artifacts_produces_add = 1` to make Miners produce  Minor Artifacts **+1**, just do what you want.
	+ If the job in question does not have its own economy category, for example, the  Clerk, then it's impossible to make them produce more resources by modifiers without affecting other jobs at all.
* If you are asking about how to make a Job to produce more modifiers, like  Amenities,  Naval Capacity,  Crime Reduction,  Trade Value, or  Administrative Cap, then you have to overwrite the Jobs and use `triggered_(country/planet)_modifiers` to implement this. There are no modifiers to modify modifiers produced by Jobs.
	+ However, most of the modifiers produced by Jobs are `_add`. You can use `_mult` modifiers to multiply the overall Empire stat or Planet stat, effectively making relevant Jobs more effective.
	+ Despite the trait  Bureaucrat having a modifier that reads `planet_bureaucrats_produces_mult`, don't be confused, because **this modifier has no effect and all it does is to confuse you.**

### Relevant Modifiers

All jobs will generate the following modifiers for use.

* **job\_<key>\_add = <int>** - This modifier adds that many jobs to the planet.
* **job\_<key>\_per\_pop = <float>** - This modifier adds X jobs to the planet, where X is the number of Pops multiplied by the value here.
* **job\_<key>\_per\_crime = <float>** - This modifier adds X jobs to the planet, where X is the planet crime multiplied by the value here.

**Modding**