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This mod is beloved by many and I appreciate your labor in maintaining it :3
Since June, I have taken over as dev and plan to release a Megacorp update before December.
Folk can opt to overwrite your mod by placing E&C at higher priority, but because E&C touches branch buildings, your effects may not be incorporated.
Perhaps the solution is for E&C to integrate your stats directly into E&C with your permission? This would make your mod unnecessary to enable to as it would be directly incorporated. I would give workshop link & credit, if I can get ahold of Petruxa (or perhaps I have these permissions already) I could add you as a contributor
In general built-in compatibility compatibility is cool, as it can shape entire playthroughs but in this case I'd like to keep it as versatile (and simple to update) as possible, because I also don't play Stellaris too often these days.
What do you think about collaborating and integrating built-in compatibility between Ethics and Civics Classic and Criminal Heritage Expanded?
Is it a big investment? Yes, yes it is, but it's supposed to be since otherwise the AI would spam enforcers instantly and you'd have no branch offices left. That way you have at least a small grace period where the branch office stays open for a bit longer.
I've personally lowered them all. I also use Criminal Overhaul & I toned that down for me too. Nevertheless, the criminal jobs take a higher priority than the normal. What led to famine & co. This mod boostet that so that I needed despite lowered the criminal booster, on my main world with 60 pops around the 7 precincts ^^.
The crime also triggers negative events that reduce the production extremely strong. Now I want to customize my mod so that soldiers lower crime, Hopefully it will help :D
Is in itself cool with underworlds. The normal criminals but from Vanilla, set in perpetuity any trade value to 0 ^^ -5 trade value per 1 Vanilla criminal
Oh, and lets not forget that these are all adding criminal jobs, which are naturally filled and cannot be removed except through closure of the branch office. Add in the jobs forcibly created by criminal underworld modifiers and.. well, surely you can see where this is going?
The happiness penalties are to offset the advantages you get for it, especially because crime doesn't really do that much.
The espionage buffs, I'll reduce, although not entirely remove.