Stellaris

Stellaris

(BROKEN) !Meaningful Crime Alternative (with even more Meangingful Crime)
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Update: 26 May, 2020 @ 6:32am

* Shortened the new tooltip text in Crime Lord Deal modifier so it now fits on one line

Update: 25 May, 2020 @ 8:27am

* Crime Lord deal now slightly modifies criminal pops for all empire types, but for non criminal syndicates the effect is much less pronounced
* The Crime Lord Deal modifier tooltip now summarizes the changes to criminal jobs

Update: 24 May, 2020 @ 9:13am

* Reduced energy income from criminal jobs in Criminal Syndicates without crime lord deal to 0.25 (0.5 upkeep is still in place)
* Reduced increase in negative effects of criminal jobs from taking crime lord deal as a Criminal Syndicate from 1.5x to 1.375x (yes, basically redoing my old change, it was still too much for the AI to handle)

Update: 24 May, 2020 @ 9:11am

Update: 22 May, 2020 @ 4:45pm

- Trade value is no longer generated for Criminal Syndicate's local criminal pops unless Crime Lord Deal is taken on that planet
- Increased both the income and penalty for Criminal Syndicate Pops if Crime Lord Deal is taken (hopefully a bit of a better balance)

Update: 21 May, 2020 @ 5:42pm

Update: 21 May, 2020 @ 1:59pm

- Stability and Amenity reduction by criminal pops is now 1.5x if Crime Lord Deal is taken by a Criminal Syndicate
-- Even at 12 pops of crime maximum, taking Crime Lord will still be a net increase in stability. Just by only 4 instead of 10 (10 - 0.5*12 = 10 - 6 = 4)

Update: 21 May, 2020 @ 11:16am

The following apply if and only if a Criminal Syndicate:
- Criminals will now take away nothing from trade value, and actually add +1 trade value if Crime Lord Deal is active
- Criminals will now produce 0.5 energy and have no upkeep energy, and it goes up to 1.5 energy produced if Crime Lord Deal is active
The stability and amenities reductions still hold.
This should still make them strictly inferior to "normal jobs", but not as bad of a thing to have for Criminal Syndicates.

Criminal syndicate AIs should be a bit more responsive to crime on their own planets now

Update: 16 May, 2020 @ 12:15pm

- Rename the global flag setting event file to something less likely to conflict.
-- The flag itself is unchanged, this only changes the file name.

Update: 16 May, 2020 @ 12:12pm

- BUGFIX: Removed the guardian FE job override, as it was totally breaking guardian jobs
-- It may take several years for FE's to regain defense army strength; sorry about that
- Added a mod flag for this mod, "has_global_flag = meaningful_crime_update_installed"