Stellaris

Stellaris

Criminal Heritage Expanded
63 Comments
Kyrios 5 Jul @ 8:47am 
Praise be to the almighty modder. Hollowed be their name.
Coggernaut 4 Jul @ 1:10pm 
Thank you for updated this N0bbody!

This mod is beloved by many and I appreciate your labor in maintaining it :3
Coggernaut 12 Sep, 2024 @ 4:10pm 
I'm integrating it, so I would like to give you contributor status on E&C's workshop page. I have not seen before if I have the permissions to-do so, but I should be able to as an Admin of the page
Coggernaut 4 Sep, 2024 @ 5:18pm 
I appreciate it! Spaghetti code was what my first country in hearts of iron IV looked like. I utilized country-events to simulate if/else statements because I didn't know I could do that :steamhappy:
N0bbody  [author] 4 Sep, 2024 @ 3:22pm 
If you want to integrate whatever spaghetti code & assets I made, feel free to do so :steamthumbsup:.
Coggernaut 4 Sep, 2024 @ 10:22am 
To keep maximum compatibility, this is why I would recommend checking the global E&C flag to enable only E&C Classic's conditions when triggered.

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
N0bbody  [author] 4 Sep, 2024 @ 7:56am 
@Coggernaut very late reply I know but I wanted to keep the mod as simple and standalone as possible. Adding compatibility would be additional work and since main line E&C gets sparse updates, many use different branches of the mod, which could result in unwanted conflicts.
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.
Coggernaut 20 Jul, 2024 @ 6:09am 
Hello, I love your mod,

What do you think about collaborating and integrating built-in compatibility between Ethics and Civics Classic and Criminal Heritage Expanded?
N0bbody  [author] 27 Dec, 2023 @ 2:46pm 
@Wei I wouldn't recommend it since it changes some basegame files but I never tried it, so not sure how much it'd break.
Wei 27 Dec, 2023 @ 12:26pm 
Can this be installed on an existing save?
N0bbody  [author] 16 Nov, 2023 @ 5:30am 
@Elementyo well, kind of. Three Enforcer produce -75 Crime, if you turn on Anti-Crime Campaign, they produce -105 Crime. Without the initial +25 crime from establishing a crime corp holding you'd already be in the negative and get your branch office thrown off planet. The scaling also stops after "only" 10 enforcers, which amounts to 2 Halls of Judgement.
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.
Element 15 Nov, 2023 @ 10:12pm 
+90 crime per corrupt bureaucrat feels so op
N0bbody  [author] 10 Nov, 2023 @ 6:02am 
@chaffboy56 that sounds about right, as is listed with the Corrupt Bureaucrat Job description. The Criminal Branch Offices are supposed to be difficult to remove but it should still be possible if you use the Anti-Crime Campaign and get one or two techs to reduce crime.
chaffboy56 9 Nov, 2023 @ 3:52pm 
the criminal headquarters is broken its way to powerful it gave me an extra 150 crime on the office
MechaMarshmallow 8 Apr, 2023 @ 12:12pm 
I've run into a strange bug where this mod allows you to place criminal holdings on megacorps while in single player, but in multiplayer you are prevented from doing so with the "fierce competition" message as usual.
Perambulante in tenebr 8 Apr, 2023 @ 7:53am 
There is such a mod, but it has not been updated recently and it seems to have been abandoned, a mod called Underground Realms, there were just a lot of events and opportunities to influence other empires with the help of events and decrees.
N0bbody  [author] 8 Apr, 2023 @ 7:41am 
@Eressea De Haran Whilst it might be thematic, getting branch offices off of your planets can be a challenge as is, even for the AI. This is why I probably won't add the feature but if you find a mod that does and it has some compatibility issues with my mod, I could look into making them compatible.
Perambulante in tenebr 8 Apr, 2023 @ 2:10am 
And you can add events so that branches are not closed, as in the fashion of Underground Realms?
5ColouredWalker 21 Mar, 2023 @ 10:30pm 
Been away from Stellaris a while and all the mods I used that made Criminal Herritage... Usable, had been abandoned. Thanks for picking up the torch!
xXUnsanctionedXx 19 Mar, 2023 @ 7:09pm 
thx for updating
SurrealMonk 23 Jan, 2023 @ 3:50pm 
@Jack_Hazardous they weren't vacant, but oddly a different planet had the jobs work. Wonder if the other empire had some crazy anti-crime civics or something.
Hazardous 23 Jan, 2023 @ 3:38pm 
@Surreal Monk its because the criminal jobs they create are vacant. Sometimes criminals simply won't take the jobs you make.
SurrealMonk 23 Jan, 2023 @ 2:56pm 
So i don't know if it's due to some very strange mod conflict, but the jobs in this don't seem to be adding any crime. My 120 crime corrupt bureaucrats don't do anything, and my branch offices are closing left and right. Anyone run into this before?
Wilmfe23 12 Jan, 2023 @ 4:07am 
Another one I think that needs to be part of the standard game DLC. Criminal enterprise is very underdeveloped.
N0bbody  [author] 28 Dec, 2022 @ 3:46pm 
Made an update, I hope it works now.
Fluttershy 28 Dec, 2022 @ 1:05pm 
Hey, so apparently your edit of can_support_branch_offices also allows me to build a branch office on my own planet
Happymallow11 15 Dec, 2022 @ 3:29pm 
Yep, can confirm it's working now
N0bbody  [author] 12 Dec, 2022 @ 8:45pm 
Updated the mod with, what I think at least, is the fix for it. Please test it again to see if it works now.
Happymallow11 12 Dec, 2022 @ 4:50pm 
I can't build the PR Bureau. It doesn't give a reason why. Playing void dwellers
N0bbody  [author] 5 Dec, 2022 @ 4:15pm 
It shouldn't, there're no files that touch upon traditions at all but if you notice something, tell me, I might've overlooked something.
Rough 5 Dec, 2022 @ 1:11pm 
This doesn't effect traditions, right?
N0bbody  [author] 30 Nov, 2022 @ 3:45am 
@Sjru I've tested it with 3.6 and it didn't implode after start-up or building a mod-specific branch office, so I hope it's still working, if something breaks feel free to mention it. If it's still marked as out of date, then it didn't save properly and I'll fix it in a minute.
Sjru 🐲 29 Nov, 2022 @ 7:31pm 
Update?
Pingu's Revenge 26 Jan, 2022 @ 11:05am 
nice, I just adjust my mod. So the soldiers give -5 crime :D because on the main world quite quickly 6 company places are free & a cartel so quickly times over 100 crime produces. I want to try the militarists rather in symbiosis with cartels can live. But without changing the crime itself. To ensure compatibility with this mod, for example.
N0bbody  [author] 26 Jan, 2022 @ 10:02am 
@Pingu's Revenge I've added the localization files, hope it'll work. I'll look at the balancing once more after the unity rebalancing hits the live build.
Pingu's Revenge 26 Jan, 2022 @ 7:21am 
By the way, you should change the localization to any language. Don't translate everything, but rename the english yml file. from english to german or spain & so on. The file itself & the first line in the file must be changed. nothing more.:medkit:
Pingu's Revenge 26 Jan, 2022 @ 7:21am 
If you play as a normal empire & there is a syndicate on your map. You fucked up, the crime boosters are too heavy :D

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
N0bbody  [author] 5 Jan, 2022 @ 6:57am 
@BetterBusinessBrad Right now I don't see why it would be incompatible. Crime Overhaul changes basegame criminal heritage buildings and some specialist jobs whilst this mod only changes the Criminal Heritage Civic, everything else is standalone, so it should work together.
CornBrad 4 Jan, 2022 @ 7:35am 
Do you think this would be fundamentally incompatible with the mod "Crime Overhaul" ?
VickABit 23 Dec, 2021 @ 1:18pm 
@N0bbody That's exactly what happens, yeah. Just completely doesn't allow the Criminal Heritage Civic to be selected.
N0bbody  [author] 23 Dec, 2021 @ 6:15am 
@dostillevi Mostly the former. This mod, as well as "More Corporate Authorities for 3.X", change the same elements within game_rules, which prevents you from building on corpo-planets, as well as the criminal heritage civic but unless MCA changes how branch offices are handled, you should still be able to use them. I'm only speculating after looking at two files tho, so it's entirely possible that I'm wrong.
Big Sneezy 22 Dec, 2021 @ 11:15pm 
@AmberAmbitions is it a straight file conflict, or a situation where new authorities need to be updated to synergize with this mod?
VickABit 11 Dec, 2021 @ 9:13pm 
This conflicts with the "More Corporate Authorities for 3.X" mod. Not asking you to fix that, mod author, just want to make sure people know lol. I'd make a patch myself, but I simply do not have the time atm.
N0bbody  [author] 10 Nov, 2021 @ 5:50am 
@Mike Most of the new buildings are locked behind the Criminal Headquarters. Once you build it, the other buildings should show up
Mike 10 Nov, 2021 @ 5:38am 
This mod seems really cool. Can I check I am not doing anything wrong? Not all the buildings are showing up.
Zeromegas 6 Nov, 2021 @ 7:16am 
Welcome to Space Australia!
Yandros 3 Nov, 2021 @ 11:30am 
Criminal syndicate is a fun civic but clearly difficult to balance. Playing it vs admiral AI makes it useless with all the buffs it gets, you can never hold on to a branch, sometimes not even enough time to build anything. This seems like an interesting take on it, I'll give it a try when I can.
Meet the Zombie Soldier 2 Nov, 2021 @ 12:55pm 
Better to balance it around vanilla rather than mods that create absurd situations where crime is basically impossible like ACOT. If need be, I'd be happy to give you proof (at least for when dealing with the AI) that your crime bonus is sufficient, if not excessive.
Meet the Zombie Soldier 2 Nov, 2021 @ 12:55pm 
Last I checked, artificial moral codes is the only crime reducing tech, and Anti-crime campaign has a fairly sizable resource drain (on top of the wasted production or amenities from having to build halls of judgement in the first place) Happiness Also increases crime when below 50% meaning that flat happiness penalties will deadlock the victim colony in a crime spiral (since happiness sources are far harder to come by) when paired with corrupt Bureaucrats.

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?
N0bbody  [author] 2 Nov, 2021 @ 11:07am 
@Meet the ZombieSoldier The issue with lowering the bonus crime is that especially by midgame, the AI can easily outpace that bonus. One enforcer, if the anti-crime campaign is active, reduces crime by 35 points, add to that things like the artificial moral code and maybe 2 Halls of Judgement and the branch office is getting kicked off the planet. That is before you consider additional possible buffs or even other crime reducing mods but I'll remove the flat 35 crime from the branch office as a test
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.