Clerks give trade value and amenities. Trade value is a stand in for other resources (with the downside of having to protect it, and acting wonky in so far as resource modifiers) that are usually collected better by others (technicians), and amenities are already covered better by entertainers. Currently, clerks are used either for specific builds which stack many, many trade buffs, or they are used for as long as you don't have much infrastructure, and then later on you make sure you have as few clerks as possible since they are inefficient.
Clerks cannot be solved, I don't think, by simply increasing how many resources they give, because they will either still be less efficient than technicians/entertainers, or more efficient, in which case they replace those jobs. They need a new stat which makes them unique. This is why i think development should be added to the game.
-Each world will have a 0 to 100 development.
-Development decreases monthly from every district and building, representing maintenance. It is increased monthly by clerks, and clerks alone (or maybe a couple other rare jobs). Also, having high development applies a scaling penalty to monthly development (like prestige in eu4), so that eventually you come to an equilibrium, this penalty representing maintenance on construction devices.
-High development decreases build time and blocker removal time, low development increases this time (similar to stability, penalties for low development perhaps will be harsher than buffs from high development). Penalties/buffs should be significant enough that we care (simply doubling/halving will not be enough, I don't think. Harsh penalties like 10x as long?)
-Machines/hiveminds either don't have this mechanic, or attach it to one of their jobs like maintenance drones
This causes a number of phenomena:
-If a world is not connected to your trade network, construction is 'more expensive' (less benefits from the clerks that are necessary for development).
-Clerks are unique, no other job will do the same (right now merchants are basically better clerks, causing some trade builds to ignore clerks)
-Clerks will still be a job that eventually phases out, when a planet completes being construction, but this phasing out is made more interesting than simply replacing inferior infrastructure.
Arguably, maintenance workers/construction workers don't fit into the idea 'clerk,' so the name could be kept the same with the understanding that it represents additionally maintenance/construction workers, or the name could be changed to something like 'custodian.'
Clerks cannot be solved, I don't think, by simply increasing how many resources they give, because they will either still be less efficient than technicians/entertainers, or more efficient, in which case they replace those jobs. They need a new stat which makes them unique. This is why i think development should be added to the game.
-Each world will have a 0 to 100 development.
-Development decreases monthly from every district and building, representing maintenance. It is increased monthly by clerks, and clerks alone (or maybe a couple other rare jobs). Also, having high development applies a scaling penalty to monthly development (like prestige in eu4), so that eventually you come to an equilibrium, this penalty representing maintenance on construction devices.
-High development decreases build time and blocker removal time, low development increases this time (similar to stability, penalties for low development perhaps will be harsher than buffs from high development). Penalties/buffs should be significant enough that we care (simply doubling/halving will not be enough, I don't think. Harsh penalties like 10x as long?)
-Machines/hiveminds either don't have this mechanic, or attach it to one of their jobs like maintenance drones
This causes a number of phenomena:
-If a world is not connected to your trade network, construction is 'more expensive' (less benefits from the clerks that are necessary for development).
-Clerks are unique, no other job will do the same (right now merchants are basically better clerks, causing some trade builds to ignore clerks)
-Clerks will still be a job that eventually phases out, when a planet completes being construction, but this phasing out is made more interesting than simply replacing inferior infrastructure.
Arguably, maintenance workers/construction workers don't fit into the idea 'clerk,' so the name could be kept the same with the understanding that it represents additionally maintenance/construction workers, or the name could be changed to something like 'custodian.'
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