Stellaris

Stellaris

More Criminals Mod
33 Comments
Ranger 23 May @ 2:52am 
@communista Thank you!
communista  [author] 23 May @ 12:07am 
Go for it.
Ranger 22 May @ 5:09am 
@communista Would you mind if someone else, maybe myself, uploads an updated version?
communista  [author] 10 Apr @ 6:02pm 
It works for now but support will cease when 4.0 drops.
Ranger 6 Apr @ 10:41am 
Does anyone know if this is still working?
EchoVibe 27 Feb @ 3:36pm 
W crime
HiddenSquid 11 Jul, 2024 @ 11:11am 
i installed the mod in the past and deactivated it some games after.
now i reactivated it and thought : why the f have i removed it?

Love it , thanks for your work :D




but........

the building description from "Syndicate Front Corporations" has a spelling error :
consume has an "r" at the end. :P
communista  [author] 1 Jun, 2024 @ 8:02pm 
Thanks for the feedback. I've made this behaviour conditional, so it will use minerals for upkeep until the owner has discovered exotic gas mining. Let me know if that fixes the issue :)
Abruptsnake 1 Jun, 2024 @ 3:52am 
Sorry if this is a noob question but I've had the center of drug trade spawn a couple of times before I've found gasses and therefore can't buy them or produce them... This destroys my early early game economy to the point I can't recover haha (as in literally don't have the resources to produce more precinct houses, and the ones I have are debuffed to the point of useless). Am I just missing something? Is there a way to alleviate the gasses upkeep you get that early that isn't finding, producing or buying?

Other than that I love this mod so much!
TuhWat 24 May, 2024 @ 3:38am 
Awesome, thanks for fixing it so quickly!
communista  [author] 24 May, 2024 @ 12:56am 
Fixed!
TuhWat 23 May, 2024 @ 2:30pm 
I believe this mod overwrites some of the changes to enforcer jobs made in 3.12, specifically the resource increasing benefits they give to cyborg pops from the Dictatorial Cybernetic authority.
communista  [author] 22 May, 2024 @ 3:36am 
It does now! Not sure why you're want that but it was easy to implement. Go nuts!
ElegantMud 21 May, 2024 @ 9:08pm 
Hi, love the idea of this mod but how does it interact with the bonus Augmentation Bazaars gives to merchants. Is that bonus also given to Smugglers jobs if the empire also has criminal heritage? Thank you for any help you can give!
tobywan013276 7 May, 2024 @ 3:09pm 
How would this work for slaver empires? I find that if I don't keep my crime in check slaves become criminals, which I think is fine for roleplay.
GameBear37 29 Apr, 2024 @ 8:00pm 
hsrp 3 Apr, 2024 @ 5:51pm 
Any chance of an update?
Porkenstein 1 Apr, 2024 @ 3:20pm 
Does anyone know if this mod is compatible with Social Decline?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2895080333
super big cup 24 Jan, 2024 @ 9:14pm 
修改者和犯罪遗产持有所产生的犯罪数量已经减少,执法者的犯罪减少也有所减少,从而使整体体验更加流畅,犯罪率在0%到100%之间不那么随意。普通罪犯的数量增加了两倍,而他们的贸易修正案则改为乘法处罚,而不是加法处罚,从而减少了每种处罚的总体影响。



与犯罪有关的行星事件和修正案得到了扩展和重新平衡,犯罪遗产也得到了保留。



最后,正规帝国也有新的犯罪管理方式。监狱建筑并不能减少犯罪,但它们确实将罪犯(对你的经济有净负面影响)变成了生产少量消费品的工人。当你处理潜在的犯罪来源时,把它们看作是一种临时的权宜之计。最后,刑事殖民地有一个新的首都建筑,它配备了新的典狱长类型,一个统治者级别的执法者。



Mod不会很好地与任何其他[许多]犯罪返工Mod配合使用。
super big cup 24 Jan, 2024 @ 9:14pm 
Paradox为犯罪工作创造了一个完整的阶层,但没有提供任何工作!这个mod扩展了犯罪工作的数量和种类,以创造更多样的体验。除非得到处理,否则新型犯罪将破坏和破坏你的经济的关键方面,并且可能是内源性或犯罪遗产引发的犯罪活动的结果。



暴徒是素质很差的士兵,他们会吸取合金来轻度提升海军能力。

地下化学家将外来气体吸入便利设施。

走私者将合金运往世界各地,进口少量消费品作为补偿。

野猫矿工偷矿物。

催化窃贼偷走大量食物,以便将其催化成合金。

流氓科学家吸走你的科学成果。

腐败的官僚只是效率较低的官僚。

邪教分子——异教徒牧师——破坏了社会稳定和治理伦理的吸引力。

间谍削弱了你的加密和外交影响力。

最后,犯罪头目严重损害了贸易收入,同时大大提高了犯罪遗产分支机构的价值。
REDbeard 22 Jan, 2024 @ 1:08pm 
I don't know if this is due to mod overlap, as I run a lot of mods, but I noticed that the option to turn drug labs blockers into dispensaries via decision can be done multiple times? I watched an AI stack dozens of them and skyrocketed a planet's trade value to nearly 2000.

Is this a bug with the mod? Am I making a mistake assuming the fault is with this mod? Pls let me know.
atreidesson 17 Dec, 2023 @ 9:09am 
Drugs will actually be allowed in these times so no crime in them. At least in egalitarian and daemocratic societies.
AltoidsMaximus 16 Dec, 2023 @ 7:06am 
I recommend you make Ecumenopolis to have a permanent number of criminals, especially when these criminals live in the undergrounds sections of the ecumenopolis (there are some mods about this) which creates crime that cannot simply be reversed unless you live in an extreme dictatorship or even in that case, could be a permanent crime situation and such
Wilmfe23 1 Dec, 2023 @ 11:47pm 
Prison and police don't really reduce crime. I would like a mod that doesn't use that propaganda. That they increase stability but don't reduce crime with also a max as it can never be truly stable as a police state.
Element 15 Nov, 2023 @ 10:14pm 
good mod but can def mess you up. I used another mod that adds a form of crime anarchy on your planets and an underground chemist spawned. gas bankruptcy before the end of the first 5 years
Cap 31 Oct, 2023 @ 10:36am 
Only suggestion: change "Underground Chemist" icon to Walter White :steammocking:

(this image is a pretty good. just crop it and you're good to go)
https://m.media-amazon.com/images/I/71Fv-OlcBIL.jpg
Don't even Try it 29 Oct, 2023 @ 10:33am 
I love this. I feel criminals will under utilized, and you made them more interesting!
GOLOVOREZ1996 29 Oct, 2023 @ 6:33am 
Круто!))
Anton Rabe 25 Oct, 2023 @ 3:56pm 
This mod need Russian localization ? I can make it
Journeyman Prime 24 Oct, 2023 @ 4:03pm 
Thank God! Finally someone did it!
Baka Racker 24 Oct, 2023 @ 1:27pm 
Interesting, maybe it's time to play a criminal syndicate.