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And even half enough left over to support atleast one other pop.
While if you focuss techjobs you also need to provide them with amenities, which also cost you resources.
And a quarter of your trade value can be turned into consumergoods or unity.
Only reason to have these jobs, is so that your specialist jobs don't constantly shift around when you build new jobs. Example as Void Dwellers you have no clerks in your capital, every time you build a research lab then 1-2 administrators or entertainers become researchers. Giving you negative admin cap or amenities.
But besides the clerk jobs you already get from city districts, you normally have no interest in having these at any point.
The alternative to producing energy from generator districts is to play a Megacorp, stack all the trade bonuses, form a Trade League, and skip the production of energy, consumer goods and unity altogether. Energy is coming in large amounts from branch offices, and cutting down your production chains means you have half your population free to work as metallurgists and researchers.
The performance is at least as good or better than regular empires, but you depend 100% on a friendly ally early in the game, and more targets for branch offices.
Another thing people tend to forget, is that all pops generate trade, based on their living standards. With the Trade League bonus you have more CGs than you'll ever need without even producing it, so giving everyone Utopian living standards makes the thing pay for itself.
This still leaves out price of amenities, which is required for proper efficiency comparison: not like technicians gets those for free (and if stability is supposed to be high, it should be more than 1 per free pop), decreasing their potential output (and if neither are slaves, this also adds CG to the mix).
Clerks however generate trade, which can be converted into pure energy, but it also has other uses as well. It makes sense for it not to be as powerful as techs, or nobody would ever bother with technicians.
The tradition change is nice, but they are taking away from some to give to anothers, and they are nerfing some straight into the "never ever pick" category (i e: domination), so it's probably the worst way they could go about that.
The problem with trade value, in my opinion, is that you simply never have enough pops to be worth working those jobs. If the whole empire cap wasn't a thing, then maybe yeah.
You can still sort of role-play and get away with trade, up to a certain point.
Buy yeah. Those clerks could be in a generator world making way more, or in an industry world, or in a mining world, etc.
If amenities weren't also mostly useless in a surplus, then maybe they would be less bad.
But they could never be equal to technicians because then why would you need two categories in the first place.