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Is making zombie pops and having them work Clerk jobs on low hab planets still worth it or no?
Zombies take a penalty to job output equal to the bonus the resource specific traits provide, in exchange for having zero upkeep of any kind. (most pops cost food/minerals/energy, amenities, housing, and some degree of consumer goods if not slaves.
The reason people say zombie clerks are really good, is that thrifty negates the penalty, and their lack of upkeep means they produce trade value/consumer goods an amenities in exchange for just the upkeep cost of the building / district.
Technically you can do the same thing with food, minerals and technician jobs and they'd still be pretty decent. Unfortunately the potential output you can get from a pop using the same trait without the zombie penalty is much higher. Which is why people feel zombies only really excel as clerks. (in part because slavery already minimizes pop upkeep while providing worker output bonuses with no inherent penalties.)
As for what else the Necroid pack gives you.... you get death cults, Necrophage origin and the memorialist civic. While I'm not a huge fan of death cults.. everything else mentioned are really strong. Perhaps not quite as strong as some of the aquatic stuff.... but strong enough that some multiplayer games ban Necrophage and reanimators from being used. Meanwhile memorialist had to be nerfed and it's still a really strong pick. (basically replaces the builidng that gives unity per tradition taken with one that still does that but also creates jobs that provide research and unity and gives an inherent stability bonus to the planet it's on. It's crazy good.