Wallet summed it up nicely.
All I can add is that the way the "jobs" in CityRP just hand out cash for simply having that position doesn't encourage any interesting forms of play. The player ends up grinding for a little while till they can get their next "job" that happens to print out a little more money for them each time. If the jobs had some meaning to them CityRP could be quite entertaining.
A few examples of possible jobs you could have: firefighters, designers, and repairers. The first puts out small fires that are randomly set around the city. Every fire they put out grants them money for their success. If they fail to put out the fire, the build gets put back the way it was at no expense to the owner but any firefighters in the server miss out on that opportunity. The second, designers, are given their choice of tasks for building public structures to improve the city. That might mean building banks, bridges, or more based on a written prompt from the server. Once they've indicated that the task is complete they can be rewarded money based on the quality of their work. The final job, repairers, assumes that public buildings (not private ones like homes) decay slowly over time. As these bricks fall off, the task falls upon repairers to replace these broken components.
The above ideas do require that the server host/mod maker generate artificial issues for the players to resolve, but at least it gives them something fun to do whilst they are in the server. The designer role encourages good building without the need for negative incentives. The roles need not be mutually exclusive and I see no reason why players should be forced to stick with a single "job".