Also dawns on me, while I advocate for the idea that part of the megacorp playstyle should be that their mechanics make clerks a more attractive job than say other workers jobs. That doesn't apply to their branch offices and with jobs being too plentiful, that begs the question of whether their branch offices should just have the total jobs they provide reduced or have the jobs removed altogether.
I think at the very list any branch buildings that add clerks probably should have the clerks jobs removed and just have those buildings straight up provide the same amount of trade value and amenities that their clerk jobs provided.
Maybe even go with the wild idea that each building and the branch office boost clerk output.
I have to bring this up because there are just too many jobs still and right now megacorp buildings seem to play against the intended design. For non-criminal empires, they current setup makes them into a harmful presence when they are suppose to be a net gain. Sure for criminal syndicate it makes them bigger parasites, but I don't think trapping pops in useless clerk jobs fits the theme.
I think at the very list any branch buildings that add clerks probably should have the clerks jobs removed and just have those buildings straight up provide the same amount of trade value and amenities that their clerk jobs provided.
Maybe even go with the wild idea that each building and the branch office boost clerk output.
I have to bring this up because there are just too many jobs still and right now megacorp buildings seem to play against the intended design. For non-criminal empires, they current setup makes them into a harmful presence when they are suppose to be a net gain. Sure for criminal syndicate it makes them bigger parasites, but I don't think trapping pops in useless clerk jobs fits the theme.
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