Stellaris

Stellaris

(BROKEN) !Meaningful Crime Alternative (with even more Meangingful Crime)
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Update: 28 May, 2021 @ 2:02pm

A minor fix to an event with an outdated unemployment check.

Update: 25 May, 2021 @ 6:39am

Finally, 3.0 support!

Crime Lord Deal now reduces enforcer crime reduction from 15 -> 11.
The idea being is that we are going "easy" on them as part of the deal to "behave".

Changes, vanilla criminal job penalties has gone up about 10x (Trade value loss 1 -> 10).
So correspondingly criminal penalties of this mod has gone way up as well (but not quite by 10x, since that would make it a bit stupid).

Crime lord deal penalties on losses have grown proportionately less much because Crime Lord Deal now adds more criminals in 3.0

Criminal Jobs:
- Energy upkeep: 1 -> 4
- Trade loss: 0.5 -> 4
- Amenity loss: 2 -> 4
- Stability loss: 1 -> 2
- Criminal syndicate branch office value add: +0 -> +5

Criminal Jobs + Crime Lord Deal (non Syndicate):
- Energy upkeep: 0.5 -> 3.5 (delta from base -0.5 -> -0.5)
- Energy production: 0 -> 1.0 (delta from base +0 -> +1)
- Trade loss: 0.25 -> 2.5 (delta from base -0.25 -> -1.5)
- Amenity loss: 2.25 -> 4.75 (delta from base +0.25 -> +0.75)
- Stability loss: 1.125 -> 2.35 (delta from base +0.125 -> +0.35)
- Criminal syndicate branch office value add: +0 -> +2


Criminal Jobs + Criminal Syndicate (without Crime Lord Deal):
- Energy upkeep: 0.5 -> 3 (delta from base -0.5 -> -1)
- Trade loss: 0.5 -> 3.5 (delta from base 0 -> -0.5)
- Amenity loss: 2 -> 3.75 (delta from base 0 -> -0.25)
- Energy production: 0.25 -> 0.5 (delta from base +0.25 -> +0.5)
- Stability loss: 1 -> 2 (remains same as base criminal stats, delta from base 0 -> 0)


Criminal Jobs + Criminal Syndicate + Crime Lord Deal:
- Energy upkeep: 0.5 -> 3 (remains same from no CLD, delta from no CLD 0 -> 0)
- Energy production: 2 -> 3.5 (delta from no CLD +1.5 -> +3) (TODO this is probably too generous)
- Trade loss: 2.25 -> 1.25 (delta from no CLD 0 -> -0.75) (TODO this is probably too generous)
- Amenity loss: 2.75 -> 5.125 (delta from no CLD 0 -> +1.375)
- Stability loss: 1.125 -> 2.5 (delta from no CLD +0.125 -> +0.5)
- Criminal syndicate branch office value add: +0 -> +3

Update: 6 Apr, 2021 @ 5:32pm

Yo, I'm back, it's been a while
One last update (maybe a few more) before Stellaris 3.0 probably makes me have to start from scratch.

* Reduced the strength of the "prefer unemployed pops within same strata" weight logic (2.0x -> 1.2x), because of problems with pops "ping-ponging"

Update: 14 Nov, 2020 @ 2:12pm

Update: 1 Nov, 2020 @ 3:14pm

* Fixed some remaining "count_pops" and migrated them to "num_assigned_jobs"

Update: 29 Oct, 2020 @ 7:28pm

- Updated to 2.8
- Use the new num_assigned_jobs trigger to dramatically reduce the amount of work to check the number of criminals on a planet

Update: 7 Oct, 2020 @ 5:34pm

- Fixed crime production of Sanctuary of Sin going back to 50 if you had Stefan's mod active, instead of being at the 30 which to be consistent with other crime branch office buildings.
- I think I fixed it so that existing Temple of Prosperitys will convert into Sanctuary of Sin if the branch office owner is a Criminal Syndicate, but I haven't been able to test it.

Update: 6 Oct, 2020 @ 4:04pm

- Added the Sanctuary of Sin branch office building, which is a Criminal Syndicate version of the Temple of Prosperity, giving crime modifiers.
-- This building was adapted with permission from Stefan's Perfectly Balanced Mod

Update: 25 Jul, 2020 @ 1:29pm

* Awakened fallen empires can now get criminal underworlds, however, the native precursor species will never take part of criminal jobs
** Only criminal underworld event has been allowed for AEs. The other minor crime events are still locked to only default empires as updating those would require more overwrites then I am really comfortable doing

Update: 8 Jul, 2020 @ 7:21am

* AI should no longer try to spend all its influence reserve on Crime Lord Deal