Stellaris

Stellaris

Crime Overhaul
42 Comments
Nitron 28 Oct, 2023 @ 7:20am 
It works fine for me
Eshminima 28 Oct, 2023 @ 3:36am 
RIP MOD
Your Mate 13 Sep, 2023 @ 1:15am 
I miss this
The Creature 10 Jan, 2023 @ 3:33pm 
@Gnark7 will we ever see an update for this mod?
redmoth27 7 Jul, 2022 @ 10:49pm 
Will you be continuing the mod?
TheBigE 20 May, 2022 @ 7:21pm 
Noticing a number of 'unexpected token' errors in the error.log, among others which may adversely affect the mod's ability to run properly. I assume the recent changes in code as part of 3.4 are the reason, in which case I am eagerly awaiting an update in the near future.
Flashmeister 7 Mar, 2022 @ 10:26pm 
3.3?
MrTechMonkey 23 Feb, 2022 @ 4:35pm 
Just an idea, but as the civics are kinda awful right now you could have them be edicts instead, so players that want to play a crime based empire still can but randomly generated AI arn't gimping themselves.
Amanfreed 19 Jan, 2022 @ 9:24am 
Please either rework the civics or remove them because as it is they don't really add much other then just taking up a civic slot on randomly generated civs.
Wilmfe23 18 Jan, 2022 @ 12:15pm 
The civics is something I hope you'll work on as most are just way too simple. Just a lot of "1 job for 20 people"
CornBrad 14 Jan, 2022 @ 9:27am 
What would a turf war do?
Marcus Arabela 12 Jan, 2022 @ 7:21am 
@Gnark - Looking here and online, I think I miss managed my anti-crime campaign, or didn't react quick enough when an AI empire that was a crime syndicate (or whatever it's called) appeared in my game.

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!
Marcus Arabela 11 Jan, 2022 @ 9:44pm 
Well, just lost a game due to crime. Right in the middle of me winning a war, I got hit by a crime syndicate on my 3 core worlds. It got out of hand, even with building several Precinct Offices on these core worlds.

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?
British Sisyphus 11 Jan, 2022 @ 12:54pm 
on a side thing i think only players with a criminal trait / ethic should benefit from crime , while being detrimental to others. (i am not sure if this has been done in away so that ai does not benefit from increased crime caused by branch offices)

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)
British Sisyphus 11 Jan, 2022 @ 12:45pm 
cant wait for the expanded megacorp stuff

maybe remove the empire sprawl while you are at it , playing as the hutt empire from stellaris is wack
Machiranae 9 Jan, 2022 @ 5:15pm 
Hi, I noticed that the Criminal and bad influence traits doesnt increase crime on planets with pops that have it, and the criminal jobs from civics produce 0 crime each.

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I personally would prefer higher compatibility.
Wilmfe23 7 Jan, 2022 @ 11:15pm 
Also the crime lords deal still feels off. It should be making a deal with the devil so maybe have that having that modifier on a planet makes you have a minimum of 20% crime. That no matter how many enforcers you employ it will never go below that unless you cancel the deal and that it also has quite a long cooldown timer on it before you can cancel it.
That it's not just free stability but something you do only when you can't afford to do it any other way.
CornBrad 7 Jan, 2022 @ 2:20pm 
@Gnark7

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 :(
fireball900 6 Jan, 2022 @ 3:24pm 
I would vote for the better mod compatibility, as personally that's my main concern with adding new mods.
Could you change the 1-500 crime UI indicator so it doesn't show a percent?
Gnark7  [author] 6 Jan, 2022 @ 3:09pm 
For everyone I would love to hear your input if you would prefer to keep the scaled down 1-100 with the nice UI or go for scaled up 1-500 with a more confusing UI but easier mod compatibility .
Gnark7  [author] 6 Jan, 2022 @ 3:06pm 
@BetterBusinessBrad No worries thanks for digging into this I thought I had validated it but I will double check and adjust as needed. As for the scaling it really has to do with me changing the median pop crime value and the enforcer value. There are really two ways forward compatching those jobs ect. to reflect this scale. Change the job values back but change the max crime define to 500. This would mean 50 crime = 10 crime today and you would have values like 360% crime in the UI because I can't actually get at that element.
CornBrad 5 Jan, 2022 @ 9:30am 
@Gnark7: Sorry to blow you up, but my curiosity demanded I figure out why it wasn't working. I did indeed get the civic/trait working, but it requires overwriting the social_classes file because you have to hook this trait to the classes of ruler, specialist, worker, etc like a triggered modifier. Let me know if you're interested and I could show you what I had to do.

Anyway, loving the mod so far :)
CornBrad 4 Jan, 2022 @ 3:32pm 
I can confirm that this trait does nothing. Running the game with just your mod enabled with this trait and/or civic and base crime is still 0.5. Neither of the 2 modifier effects are working or appearing in any way:

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?
CornBrad 4 Jan, 2022 @ 2:11pm 
Also, the Incouragable Population civic which locks in the criminal trait.... Are you sure this works? The trait should be giving my planets +1 crime per pop right? But I am not seeing this effect. What mechanically goes into this? Your mod is near the bottom of the load order.
CornBrad 4 Jan, 2022 @ 10:35am 
@Gnark7 thanks for the response. That was my concern as well. Would you happen to have a list of everything you tweaked in terms of crime scaling? Some mods that add more ethics and civics also add more jobs like landowners, overseers, or edicts that might affect crime reduction/addition that your mod would not account for and thus make those other mods very OP
Gnark7  [author] 4 Jan, 2022 @ 9:27am 
@Redeye and Xunnamius All the changes impact the AI just as much as the player. I haven't done anything to change AI behavior so how they handle crime depends on either base logic or ai mods you are using like StarNet/StarTech ect.

@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
CornBrad 4 Jan, 2022 @ 8:36am 
Would this be compatible with the Criminal Heritage Expanded mod? I don't mean with files, but with the general rescale of crime etc
Xunnamius 3 Jan, 2022 @ 5:08pm 
This mod sounds awesome, and reading the description was extremely entertaining :) My only hesitation with trying it out for my next run is @Redeye's question: hopefully the AI has to defer resources to deal with crime too
Redeye 2 Jan, 2022 @ 10:03am 
how does thsi concept work with the AI? do they have crime problems to or is it just the player?
Lucanoria 2 Jan, 2022 @ 3:51am 
Hey, I would be willing to do a German translation for your mod. Feel free to contact me here on Steam or on Discord Lucanoria#0001 to discuss everything further. :D:
Mr. Shadow | Folfie 2 Jan, 2022 @ 12:06am 
I love this. Finally it's not that I just slap enforcers on alert mode with crime prevention and build one extra Precinct House to make sure. Thanks!
Gnark7  [author] 31 Dec, 2021 @ 1:06pm 
@Proton haha well when put so nicely how could I
@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!
BadgerLaura 31 Dec, 2021 @ 10:52am 
When is the criminal heritage changes released?
Proton 30 Dec, 2021 @ 1:33am 
@Gnark7 but if I dial back the polemic people will not take me seriously? It is the only thing I have don't take that from me. :))))
Gnark7  [author] 29 Dec, 2021 @ 4:02pm 
@Proton this is great feedback! I've cut all criminal heritage branch office +crime by 2.5x. They should be scarier than base but not that scary! It will get another pass as I build out the themed criminal heritages but hopefully this will work for now. Balance is always an ongoing discussion so feedback like this is invaluable although maybe dial back on the polemic a bit; Its criminal XD
Proton 29 Dec, 2021 @ 1:32pm 
I would love to say this mod is great but the problem is that one criminal syndicate can ruin the economy of entire galaxy, so this mod is one of those "road to hell paved with good intentions" mods.

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.
Scarf 29 Dec, 2021 @ 6:53am 
Absolutely killer.
Journeyman Prime 29 Dec, 2021 @ 6:14am 
I'm drooling at the implication you're going to add new things for subversive cults in future.
TheNextGuy 28 Dec, 2021 @ 9:55pm 
Oozes flavor. Excellent work!
Gnark7  [author] 28 Dec, 2021 @ 12:02pm 
Thanks!
Chargeflare001 28 Dec, 2021 @ 8:54am 
great mod cannot rate it high enough