A Job is where Pops work to produce resources on planets. Jobs are divided into different strata, with one higher than the other. Most Jobs are created by Districts and Buildings and thus limited in number.
Pops will automatically fill empty Jobs that they are capable of holding, and will choose the job that will get the most out of their traits based on a weighting system; however, priority can be set towards and away from specific Jobs to ensure they are filled before others. New Pops that are more suitable for a Job than the current Pop holding the Job may take the job from it.
It is possible to force a re-evaluation of jobs by blocking and then re-enabling the jobs.
Job categories[edit | edit source]
Most jobs belong to a job category that is mentioned on certain tooltips and groups it together with other similar jobs. This allows modifiers to apply to multiple job types. Additive modifiers do not apply to sub-categories but multiplicative ones do. For example, Mineral Purification Plants add +1 Mineral output to Miners. This doesn't apply to just the specific Miner job, but to all jobs in the Miner jobs category, including but not limited to Scrap Miners and Cave Cleaners. Livestock, Grid Amalgamated, and purge jobs will benefit from the corresponding building (such as Mineral Purification Plants for lithoid livestock, lithoid processing, or lithoid forced labor), but are not otherwise considered to be e.g. miners for the purpose of modifiers.
|Synapse Drones||None (Synapse Drones are classified as Administrators)|
|Bath Attendants||None||Mutagenic Spa Attendant|
|Bath Attendants Hive||None||Permutation Attendance Drone|
|Bath Attendants Machine||None||Lubrication Terminal|
|Strategic Resource Miners|
Regular empires[edit | edit source]
Regular empires have three strata. If a pop takes a job above its stratum, it will be promoted to the higher stratum. If there are no available jobs of equal or higher stratum, the pop will become unemployed, slowly demoting in stratum and causing happiness penalties at most levels of living standards.
Ruler jobs[edit | edit source]
|Job||Produces||Upkeep||Primary source||Default priority||Weight modifiers|
Specialist jobs[edit | edit source]
For Specialist jobs, new pops will only take the job from a current pop if the new pop's weight is ×1.5 higher. Chattel Slaves cannot work Specialist or Ruler jobs. Other, more privileged, slaves may work some Specialist jobs. See Species Rights for details.
Resource processing jobs[edit | edit source]
Pop management jobs[edit | edit source]
|Job||Produces||Upkeep||Default priority||Weight modifiers|
|Roboticist||−2 Alloys||3||No weight modifiers|
|Medical Worker||−1 Consumer goods||1|
|Entertainer||−1 Consumer goods||6|
|Enforcer||−2 with Anti-Crime Campaign||6|
|Necromancer||−2 Consumer goods||6|
|Reassigner||+2 Monthly organic pop assembly||3||No weight modifiers|
|Mutagenic Spa Attendant||−1 Consumer goods|
Research and unity jobs[edit | edit source]
|Job||Produces||Upkeep||Default priority||Weight modifiers|
|Researcher||+4 Research output||6|
|Bureaucrat||−2 Consumer goods||6|
|Manager||−2 Consumer goods||6|
|Priest||−2 Consumer goods||6|
||−2 Consumer goods||6|
|Culture Worker||Affected by Administrator modifiers||−3 Consumer goods||6|
Culture Workers and Death Chroniclers gain other effects depending on the empire's governing ethics:
Worker jobs[edit | edit source]
Slave[edit | edit source]
Slave jobs can only be worked by pops belonging to a species that is enslaved.
Gestalt Consciousness[edit | edit source]
Menial Drone jobs[edit | edit source]
Complex Drone jobs[edit | edit source]
Bio-Trophy[edit | edit source]
Overlord jobs[edit | edit source]
Overlord jobs are generated by Overlord holdings and can be used by both individualist and Gestalt Consciousness subjects. The upkeep is paid by the subject. All overlord jobs have a priority of 4 and the subject cannot lower or raise the job's priority.
|Job||Stratum||Overlord output||Subject output||Subject job upkeep|
|Offspring Drone Feeder||+8 Society Research|
|Overlord Academic||+3 Research||+1 Research|
|Overlord Catalytic Technician|
|Overlord Manager||Specialist||+0.25 Unity||−2 Consumer goods|
|Overlord Necromancer||+2 Planetary Defense Army|
|Overlord Propagandist||+0.15 Influence||−1 Unity|
|Overlord Reassigner||+1 Zombie pop every 5 years (by event)|
|Overlord Recruiter||+3 Planetary Defense Army|
|Overlord Trader||+7 Energy||+10 Amenities||−7 Energy|
|Mutagenic Spa Attendant||Specialist||+5 Unity||−1 Consumer goods|
|Permutation Attendance Drone||Complex Drone||+5 Unity||−2 Food|
|Lubrication Terminal||Complex Drone||+5 Unity||−2 Minerals|
|Aid Worker||+5 Unity||+5 Amenities||N/A|
|Mind Thrall||+1.5 Research||N/A|
|Overlord Arborist||+15 Food||−10 Food|
|Overlord Ranger||+10 Unity||−10% Planet Pop Consumer Good Upkeep||N/A|
|Overlord Mortal Initiate||Pop can be used for Sacrifice edicts||N/A|
Special jobs[edit | edit source]
Unemployed[edit | edit source]
Pops that do not have a job, either because none is available or because their stratum is higher than that of available jobs, are unemployed. Unemployed pops produce the following and cannot have their output improved by job modifiers:
Purging[edit | edit source]
Pops that have the Undesirables stratum due to being purged produce resources as they decline based on the purge type. All purge types also produce +2 unity with the Fanatic Purifiers civic and +2 society with the Devouring Swarm civic; Determined Exterminator empires receive 5~100 unity for each organic pop purged.
|Necrophage||−50%||Purged pop becomes primary species|
|Chemical Processing||−1000%||+6 Energy|
Forced Labor, Processing, and Chemical Processing purge types are affected by buildings which increase the base output of those resource types (e.g. Food Processing Centers increase the food output by +2).
Subversive Jobs[edit | edit source]
High crime, deviancy, or unemployment can create planet modifiers that add subversive jobs. Pops will abandon subversive jobs if Ruler, Specialist, or Soldier jobs become available. All subversive jobs have negative output.
|Criminal||Criminal-related planet modifier||These criminals live outside the bounds of legal society, some by choice and some by circumstances.|
|Deviant Drone||−1 Energy||Drone Deviancy planet modifier||These deviants no longer obey the Hive Mind.|
|Corrupt Drone||−1 Energy||Drone Corruption planet modifier||These drones have been corrupted and no longer obey the directives of the core intelligence.|
Event jobs[edit | edit source]
Event jobs are generated by either planetary features or planet modifiers.
|Titan Hunter||Worker||N/A||Delicious Titans|
|Robot Caretaker||Specialist||N/A||Enigmatic Robot|
|Bio-Assistant||Bio-Trophy||−1 Energy||Machine Interface Center|
Cave Cleaner Drone
|−2 Energy||Cave Shroom Veins|
|Gas Plant Engineer
Gas Plant Drone
|−10 Minerals||Spore Vents|
Nemma Mining Drone
|−2 Energy||Nemma Mining Operation|
|Odd Factory Worker
Odd Factory Drone
|+4 Alloys||N/A||Odd Factory|
|Subterranean Liaison Officer
Subterranean Contact Drone
|N/A||Subterranean Contact Zone|
|+4 Alloys||−1 Pop upkeep|
|Dimensional Portal Researcher
Dimensional Portal Drone
|Space-Time Anomaly Researcher
Space-Time Anomaly Drone
Puddle Technician Drone
Primitive jobs[edit | edit source]
Primitive civilizations use the same strata system as normal empires, but their jobs provide negligible output.
Industrial jobs[edit | edit source]
Jobs used by industrial civilizations.
Pre-industrial jobs[edit | edit source]
Jobs used by pre-industrial civilizations.
Ketling jobs[edit | edit source]
When they emerge, Ketlings have unique jobs created by the Junkheap capital buildings on their planets.
|Scavenger||Worker||Junkheap capital building (Ketlings)||They scurry amongst the scrapyards, collecting discarded machinery and ancient electronics for repurposing.|
Fallen empire jobs[edit | edit source]
Holy Guardians jobs[edit | edit source]
Ancient Caretaker jobs[edit | edit source]
References[edit | edit source]
- Knights count as Researchers for research production and Bureaucrats for unity production. The Lord Commander counts as a Science Director and Politian for those resources. These output modifiers are multiplicative with knight output modifiers. Note that the research output modifier used is the average of the modifiers three types of research (slightly weighted toward engineering modifiers), i.e. Natural Physicists would improve the output of all 3 research types by +4.95% whereas Natural Engineers would improve them by +5.1%
- Knight output modifiers apply to the defensive armies, naval capacity, and amenities they produce.
- Commercial Enterprise tradition is required to produce Merchants on basic Commercial Zones and Trade Districts.
- Appears to be wrongly classified as worker strata for Gestalt Consciousnesses