Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3059631882
I don't usually have problems with keeping crime under control, but I was caught off guard while I was involved in a war with an aggressive AI empire. I'll need to watch this more closely in future games.
Speaking of all this, this mod has definitely helped make crime even more of a challenge in-game. Thanks for creating this mod!
Finally was getting no where and nuked my savegame. Going to start a new game, but not sure if I will continue using this mod.
What is the best way to stomped out a crime wave? Or at least get it under control before it destroys my economy?
also if it hasnt , instead of crime reducing trade value itself , which harms branch offices (thanks paradox very cool) , maybe add a thing where energy / resources gained from trade value is decreased on the planet for the ai (or player)
maybe remove the empire sprawl while you are at it , playing as the hutt empire from stellaris is wack
---
I personally would prefer higher compatibility.
That it's not just free stability but something you do only when you can't afford to do it any other way.
No problem, I am glad to be of help!
Also, to chime in on your question, I would recommend just changing the definitions of max/high crime. This, while looking uglier, will accomplish what you want and also make this compatible with other mods.
I opened up my code editor, and found even for minor mods I would have to make like 45 different modifications to 11 different files for a compatibility patch, then have to remake those changes every time those mods or your mod updates because the files get overwritten. The hassle of that alone made me drop the idea of using this mod and that saddened me deeply :(
Could you change the 1-500 crime UI indicator so it doesn't show a percent?
Anyway, loving the mod so far :)
trait_criminal = {
cost = -2
potential_crossbreeding_chance = 1.0
allowed_archetypes = { BIOLOGICAL LITHOID }
modifier = {
planet_crime_add = 1
planet_jobs_criminal_produces_mult = 0.15
}
slave_cost = {
energy = 50
}
}
Is there another way to achieve this with different code?
@BetterBusinessBrad They shouldn't fundamentally conflict. As in the new buildings will be there but depending on your load order one version of the civic will be used over the other. The main concern would be that Criminal Heritage Expanded jobs/buildings uses base game scaling for crime but depending on the experience you want this may or may not be an issue
@Problem? I am aiming for EOM Jan. The themed heritages will include new origins(including a new federation type) jobs buildings and events so it takes a bit more time then slapping some bonuses on a civic. For example one thing I’m excited for/working on is a kidnapping ring building. Steal and enslave other empires pops without the hassle!
In my game there was a single criminal syndicate in the entire galaxy and it destroyed the economy of the entire galaxy.
I am not ashamed to say that I hate the author of this mod.