###################
# Jobs
###################

#Proselytism
est_inquisitor = {
	category = specialist
	condition_string = SPECIALIST_JOB_TRIGGER
	building_icon = building_temple
	clothes_texture_index = 3

	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_priests
		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
est_engineer = {
	category = specialist
	condition_string = SPECIALIST_JOB_TRIGGER
	building_icon = building_est_mechanicum_5_guild_of_engineers_1
	clothes_texture_index = 3

	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
		}
		produces = {
			trigger = { 
				owner = { has_valid_civic = civic_technocracy }
			}
			unity = 1
		}
		upkeep = {
			consumer_goods = 2
		}		
	}

	planet_modifier = {
		trade_value_add = 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
est_shadow_administrator = {	
	category = ruler
	condition_string = RULER_JOB_TRIGGER
	building_icon = building_capital
	clothes_texture_index = 1

	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_administrators
		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
		}		
	}
}