
Steam Workshop::Clerks Delenda Est
Clerks are terrible. There's no two ways about it: you're better off having an unemployed pop who will migrate to a real job then one stuck in a useless clerk job. This goes double for the AI; a player can easily just disable all clerk jobs (although this quickly gets annoying with a lot of colonies and does not work well with Planetary Development Notifications, which I consider essential), but the AI is stuck, forever, with a large chunk of unproductive pops. This mod fixes that.
What this mod does:
1) Remove clerks from branch office buildings. Branch office buildings are supposed to be mutually beneficial, but right now the ones that give clerks are basically shooting the host in the foot. Instead, branch offices that used to do this will give +5 trade value instead.
2) Remove clerks from city districts, residential arcologies, and city segments. You want these for housing and building slots, not clerks.
3) The "Interstellar Franchising" tradition now gives +1 trade value and +1 amenity where it used to give additional clerk jobs.
4) Resort worlds no longer have clerks.
Compatibility:
Overwrites all branch offices that add clerks, as well as the city district, residential arcology, and city segment. Also overwrites the resort world static modifier.
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