Stellaris

Stellaris

Criminal Heritage Fixed(DISCONTINUED)
18 Comments
shelleystapley 23 Jan, 2023 @ 9:59am 
i keep experiencing a god awful bug that makes the game think i have criminal heritage WHEN I DONT EVEN HAVE CRIMINAL HERITAGE
MadGAD 19 Apr, 2020 @ 5:57pm 
We need that thing updated, please!
Vanidas 13 Apr, 2020 @ 1:08pm 
I believe this has stopped working since the Federations update. AI is still producing tons of precinct houses, and I can apparently establish branch offices on primitive planets(not sure if that's a glitch or not...)
ExpiredHinau 28 Dec, 2019 @ 9:11am 
Any chance of this being updated? Thanks.
Quad Dumped  [author] 2 Jul, 2019 @ 7:56am 
The vanilla value could have been increased in a patch or i just made the change by mistake, should be fixed now.
tseikk1 25 Jun, 2019 @ 12:50am 
Hey! First of all, great mod. Exactly what I was looking for, this makes Criminal Syndicate (and subversive cult) playable.
But why did you reduce the amount of alloys wrecking yards produce? A measly 2 alloys for 2 upkeep and low crime is never going to be worth it. The vanilla amount of 3 was fine.
Ultimuh 15 Jun, 2019 @ 12:07am 
Thanks, that was quick.
Quad Dumped  [author] 14 Jun, 2019 @ 8:39am 
Aye, working on it.
Ultimuh 13 Jun, 2019 @ 7:20am 
Definitively needs an update, I think.
MarkJerue 8 Feb, 2019 @ 6:28am 
Ahhhh, so in other words, the modifier's jacked up? Gotcha!
Quad Dumped  [author] 8 Feb, 2019 @ 1:04am 
Paradox has already implemented a patch which limits how many precinct houses the ai is allowed to build, which is apparently around 4-5. Nevertheless, this does not solve the problem itself, the ai still overreacts when crime reaches a certain point. This mod simply changes the modifiers which determine if a precinct house is going to be built(if crime > 15, do X etc...), so that the probability of one being built does not spike as soon as crime increases only slightly.
MarkJerue 14 Jan, 2019 @ 8:38am 
Question: does this limit the amount of precincts they can ever build or what? I'm asking what the mod does to fix.
cheese 11 Jan, 2019 @ 9:18am 
very nice yes, im proud of you my son
Slynx Jewel 10 Jan, 2019 @ 8:00pm 
always encountered 2 types of behaviors: either they don't care (usually when you establish office early on and it survives the first few years) and the crime slowly reaches 100%. or they try to eliminate the office no matter what(and spam precinct houses which ruins their economy... making them a good target of a conquest.

your mod may bring a fresh take on this situation. so thank you.

ps: though the main problem of Criminal Herritade for me is that when combined with Gospel of the Masses you get a useless building - temple of prosperity(which you will never build, cuz it has 0 crime)
Quad Dumped  [author] 10 Jan, 2019 @ 11:17am 
Yes.
Ultimuh 10 Jan, 2019 @ 10:54am 
Am I correct to assume that this alters some vanilla files, right?
Ulgu 10 Jan, 2019 @ 9:59am 
Finally, some weight to crime syndicates
forerunner398 10 Jan, 2019 @ 7:55am 
Description please!