Would like a dev to confirm. Cause this is so obviously not what "Repugnant" is supposed to do...
Its exactly what Repugnant is supposed to do.
The sad thing is, the correct default behavior is pretty obvious (put enough maintenance drones / other amenity-providers to keep amenities above 0, then fill other jobs, then fill the remaining amenity jobs) but the way the jobs system is coded right now I'm not sure if it's possible to make highly-conditional rules like that.
I'm pretty sure I can do that actually as long as everything scopes correctly.
1. weight modifier added to amenities jobs, increase factor based on pop_flag preferably if that scopes there, otherwise you can use a pop modifier or a pop trait
2. periodic check using free_amenities on all planets, add the pop flag/modifier/trait to pops on the planet if amenities are too low
This would probably take no more than a few hours to code and check, all done from modable scripting. It would of course be 9000x more efficient and easier if it were a hard-coded behavior, but you dont always get what you want.
Also, to play devils advocate, isnt this entire issue overblown? Clerks were clearly never intended to be the main source of Amenities, with the exception of potentially trade worlds. On all other worlds if you are approaching low amenities you build a specialist/ruler building no? I would hardly call that "a micro hell". Clerks were clearly intended to be a filler job 95% of the time imo, thats why they have a specially low worker job weight.