
###############
# Proselytism #
###############

#(Terranight): Added "swappable_data" which is now needed - fixed category's - commented out "has_job"
#(Sartek): Deactivated and replaced by extra priests

# est_inquisitor = {
# 	category = specialist
	
# 	swappable_data = {
# 		default = {
# 			condition_string = SPECIALIST_JOB_TRIGGER
# 			building_icon = building_temple
# 		}
# 	}

# 	possible_pre_triggers = {
# 		has_owner = yes
# 		is_being_purged = no
# 		is_being_assimilated = no
# 		is_sapient = yes
# 	}

# 	possible_precalc = can_fill_specialist_job
	
# 	resources = {
# 		category = planet_bureaucrats
# 		produces = {
# 			unity = 1
# 		}
# 		upkeep = {
# 			consumer_goods = 1
# 		}		
# 	}

# 	planet_modifier = {
# 		planet_crime_add = -15
# 		pop_government_ethic_attraction = 0.05
# 	}
	
# 	weight = {
# 		weight = @specialist_job_weight
# 		modifier = {
# 			factor = 0.2
# 			has_citizenship_rights = no	
# 			NOT = { has_trait = trait_mechanical }
# 		}
# 		modifier = {
# 			factor = 2
# 			owner = { has_civic = civic_exalted_priesthood }
# 		}		
# 		modifier = {
# 			factor = 1.2
# 			has_ethic = ethic_spiritualist
# 		}
# 		modifier = {
# 			factor = 0.5
# 			has_trait = trait_quarrelsome
# 		}		
# 		modifier = {
# 			factor = 0.1
# 			can_take_servant_job = yes
# 		}
# #		modifier = {
# #			factor = 0.1
# #			has_ethic = ethic_materialist
# #			NOT = { has_job = priest }
# #		}	
# #		modifier = {
# #			factor = 1.5
# #			has_job = est_inquisitor
# #		}		
# 	}
# }

##############
# Mechanicum #
##############

#(Terranight): Added "swappable_data" which is now needed - fixed category's
#(Sartek): Deactivated and replaced by extra engineers that are buffed by default scientists buffs

# est_engineer = {
# 	category = specialist
	
# 	swappable_data = {
# 		default = {
# 			condition_string = SPECIALIST_JOB_TRIGGER
# 			building_icon = building_est_mechanicum_5_guild_of_engineers_1
# 		}
# 	}

# 	possible_pre_triggers = {
# 		has_owner = yes
# 		is_being_purged = no
# 		is_being_assimilated = no
# 		is_sapient = yes
# 	}

# 	possible_precalc = can_fill_specialist_job
	
# 	resources = {
# 		category = planet_researchers
# 		produces = {
# 			engineering_research = 8
# 			trade = 2
# 		}
# 		produces = {
# 			trigger = { 
# 				owner = { has_valid_civic = civic_technocracy }
# 			}
# 			unity = 1
# 		}
# 		upkeep = {
# 			consumer_goods = 2
# 		}		
# 	}
	
# 	weight = {
# 		weight = @specialist_job_weight
# 		modifier = {
# 			factor = 0.2
# 			has_citizenship_rights = no	
# 			NOT = { has_trait = trait_mechanical }
# 		}
# 		modifier = {
# 			factor = 2
# 			has_living_standard = { type = living_standard_academic_privilege }
# 		}
# 		modifier = {
# 			factor = 3
# 			has_trait = trait_erudite
# 		}		
# 		modifier = {
# 			factor = 2
# 			OR = {
# 				has_trait = trait_robot_logic_engines
# 				has_trait = trait_intelligent
# 				has_trait = trait_brainslug
# 			}
# 		}
# 		modifier = {
# 			factor = 2
# 			OR = {
# 				has_trait = trait_natural_engineers
# 			}
# 		}
# 		modifier = {
# 			factor = 0.1
# 			can_take_servant_job = yes
# 		}
# 		modifier = {
# 			factor = 0.65
# 			OR = {
# 				has_trait = trait_syncretic_proles
# 				has_trait = trait_presapient_proles	
# 			}
# 		}
# #		modifier = {
# #			factor = 1.5
# #			has_job = est_engineer
# #		}		
# 	}
# }

###########
# Mystery #
###########

#(Terranight): Added "swappable_data" which is now needed - fixed category's
#(Sartek): Deactivated and replaced by extra ruler workforce_mult

# est_shadow_administrator = {	
# 	category = ruler
	
# 	swappable_data = {
# 		default = {
# 			condition_string = RULER_JOB_TRIGGER
# 			building_icon = building_capital
# 		}
# 	}

# 	possible_pre_triggers = {
# 		has_owner = yes
# 		is_enslaved = no
# 		is_being_purged = no
# 		is_being_assimilated = no
# 		is_sapient = yes
# 	}

# 	possible_precalc = can_fill_ruler_job

# 	resources = {
# 		category = planet_politicians
# 		produces = {
# 			unity = 3
# 		}
# 	}
	
# 	planet_modifier = {
# 		planet_stability_add = 5
# 		planet_crime_add = -10
# 	}
	
# 	weight = {
# 		weight = @ruler_job_weight
# 		modifier = {
# 			factor = 0.1
# 			has_citizenship_rights = no	
# 			NOT = { has_trait = trait_mechanical }	
# 		}		
# 		modifier = {
# 			factor = 1.5
# 			OR = {
# 				has_trait = trait_robot_domestic_protocols
# 				has_trait = trait_charismatic
# 			}
# 		}
# 		modifier = {
# 			factor = 0.5
# 			has_trait = trait_repugnant
# 		}
# 		modifier = {
# 			factor = 1.25
# 			OR = {
# 				has_trait = trait_robot_propaganda_machines
# 				has_trait = trait_traditional
# 			}		
# 		}
# 		modifier = {
# 			factor = 0.75
# 			has_trait = trait_quarrelsome
# 		}	
# #		modifier = {
# #			factor = 5
# #			has_job = est_shadow_administrator
# #		}		
# 	}
# }