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I tried to modify 03_worker_jobs in the LACB mod by adding your line of code, but was not sure exactly where. I put it below the "possible" section of code. As the Civic + mod did not have the same file from what I could see, I did not modify there.
Next I tried the policy addition from your mod to the Civic+ mod. I believe I modified the megacorp_policies_mod to the mod_policies section of Civic+.
The main one is to look at the "common" folder. This is what most mods primarily change - the common folder is the base data the game uses. There are other folders at the same level as common, namely localisation (how text gets added/updated), events, and gfx (how you add new graphics, icons, etc.)
Almost all mods have a Mod_name/common/ folder, but the key is looking for overlap in the folders beneath that. For example, in this case, you'll see Venture Politics and LACB likely both have a folder called /pop_jobs/. Most folders can have standalone changes; for example, i could write a small update to a particular building and place it in modname/common/buildings/myfile and it will only affect that building. Other mods that changes /buildings/, but not that particular building, won't conflict. If I had defined a new building instead of modified an existing one, there would never be conflicts unless I used the same technical name as some other mod's building.
As I mentioned before, pop_jobs is one of the special ones that is very poorly designed on Paradox's side. If you look at wherever your stellaris game is installed, usually, Steam Library/steamapps/common/stellaris/, you can look in stellaris/common/pop_jobs and see there is one file per "stratum" of jobs - workers, specialists, rulers, primitives, etc.
Within each file is all the jobs in that tier.
Each job is defined like this:
jobname = {
<stuff>
}
This is where a little code literacy is useful - everything within the curly braces is tied to that specific job. Each job is at the "top level" of the file: ie, it's not inside any braces itself.
Within this definition of the job, there are several blocks:
jobname = {
block1 = {}
block2 = {}
...
}
Each block does something specific and is independent of other blocks.
The "possible" block is very common in stellaris' game language, and dictates whether the content can be selected. In this case, when a pop can take this job. Jobs also have a weight block, which influence the algorithm that places pops in jobs that it thinks suits them- like having good traits, etc. We can mostly ignore these.
Almost all jobs have either resources and/or planet modifier blocks. Resources is how a job creates yields of almost everything, like minerals or science. Planet modifiers is how the special resources of trade value, amenities, and stability get added. (This is an extremely poor choice on Paradox's part, since it makes dealing with trade or amenities a coding nightmare.)
Anyways, if you see a mod has 03_worker_jobs, then all you have to do to make it compatible with this one is copy the "resources" block from my clerk job and insert it into their definition of a clerk. Clerks only produce trade and amenities, so they don't normally have a resources - {} block. Make sure you get everything inside the braces; lines 22 to 34 as of this writing.
I'll cover specialist jobs in the next comment.
You can ctrl f search "megacorp_mod" to find my comment tags of anywhere i added code. The line numbers refer to my files.
Specifically:
--Bureaucrat Job: lines 1205 to 1208 replace the line "owner = { has_valid_civic = civic_byzantine_bureaucracy }" in regular versions of this code. It simply allows +1 stability to be added by either civic instead of just byzantine. Lines 1215 to 1225, this entire triggered planet modifier, should be added to the bureaucrat job definition (inside bureaucrat = {} but not inside another block.)
--chemist, translucer, gas refiner: in each of these jobs, within their resources = {} block, add my commented "produces" sub-block. Lines 1331-1337 for chemist, 1398-1404 for translucer, 1472-1478 for gas refiner.
--manager job: this one is a bit more involved, but still just transferring code blocks. The entire chunk from 1674 to 1693 covers 2 triggered planet modifiers. This is just adding trade value and extra trade value for thrifty. Then, we have the produces={} sub-block inside resources={}. Lines 1701 to 1708. This handles unity and society.
If you added the entire trade_policy block I added to a file that already has trade_policy = {} defined, things will get weird at it will ignore one of them. So we only want to add just the option = {} in lines 92 to 115.
If their policy file doesn't have trade_policy = {} in it, then it should not conflict.
If you look at the documentation link in my mod description, it lays out what each file in the mod changes, and whether it changes base game content. This is a great reference to scan through if you notice one thing isn't working and want to find out where it is changed.
I know changing the id would affect savegames for players currently using this civic but please consider appending mod name to id of the civics (and other possibly conflicting items) you add from scratch.
Only a few civics in this mod rely on adjusted jobs, for example, so it's largely no big deal if you don't take them.
There is only so much I can do to make mods compatible; I am limited by the game code itself.
If you go to the ACOT mod folder, you should be able to find where those buildings are defined. It should be like <Whatever mod folder is called>/common/buildings/some_file.txt. Opent his with Notepad++ if possible to make your life easier.
You will see, for the capital buildings, that they have blocks of code called "triggered_planet_modifier" that, if a condition is met, grant jobs.
You can see examples of how this is laid out in <venture politics mod folder>/common/buildings/megacorp_mod_buildings_capital.txt.I tage stuff with comments when i splice in new code for updating existing assets.
I don't know where your steam workshop content sits, so I can't point you to the exact folder path. Make a backup of the file first, but otherwise you should be able to save the file and you'll have the jobs.
Understandable, wasn't entirely sure what I was expecting but yeah. This is understandable from seeing how this and the Revolutions mod is.