Stellaris

Stellaris

Criminal Worlds
92 Comments
All in good time then, thanks for updating
Accorata  [author] 14 May @ 5:30pm 
@Silver Knight Definitely will update this, but might take a moment as 4.0 really messed with jobs which is half of this mod. Also have plans to expand this which need to be finished.
Update soon hopefully?
GE0 25 Mar @ 8:36pm 
I'm not sure this mod is working correctly for me even though it's loading into Stellaris's mod listings. Is there an easy way to tell that it is?
Accorata  [author] 17 Mar @ 7:29am 
@GEO There shouldn't be any conflict whatsoever
GE0 16 Mar @ 11:56pm 
How does this mod play with The Lawless Space (Outlaw Expansion) ?
Accorata  [author] 1 Feb @ 1:46pm 
@Akhmat's Sila There is currently a bug that can cause extra criminal fleets to spawn and all in the same system. I have a fix that I'm working on.
Akhmat's Sila 29 Jan @ 2:03pm 
This mod made a 48K fleet of criminals with around 710 corvettes. This is hilariously unrealistic and should be addressed despite the 'muh crime interesting' take.
Accorata  [author] 16 Jan @ 6:03pm 
@perl There is currently a bug where syndicate ships can spawn as part of another syndicate fleet instead of the one above the affected planet. I plan to fix it soon.
Accorata  [author] 16 Jan @ 6:02pm 
@KillerMan96 That is the current system Stellaris operates with. I'll likely change that in future updates as it does feel very unsatisfying.
perl 16 Jan @ 3:03pm 
Love the mod. I did notice one issue though -- the event chain where syndicate ships are supposed to spawn in orbit of a planet isn't actually spawning anything.
KillerMan96 29 Dec, 2024 @ 1:55pm 
when i make a crime lord deal it just kinda stops it and no events happen again is that ment to be a thing?
Accorata  [author] 29 Dec, 2024 @ 12:09pm 
@Calvin Not intended behavior, so thank you for bringing that up. Might take some time to change, but I'll work on a fix when I get the chance.
Accorata  [author] 29 Dec, 2024 @ 12:08pm 
@Kangz of Memphis The point was to make crime a much more interesting and interactable system which is exciting if there are rewards to be gained. You are completely welcome to not use this mod if you disagree with its goals.
Calvin 27 Dec, 2024 @ 11:03pm 
Getting a planet with a syndicate fleet from another empire (in this case, from the vanilla Planetary Revolt situation) will make that fleet hostile to you, and it will keep growing in increments of 10 ships. Unsure if this is intended behavior.
Azerbaijan_Technology 24 Dec, 2024 @ 12:28pm 
Also, when the planet revolted it just started bombing its own planet, while make 10 corvettes perform despite the fact that there are no one on planet working as ship wrights.
Azerbaijan_Technology 24 Dec, 2024 @ 12:24pm 
Also the pirate fleet spawned by illegal ship wright are like....comically broken, within 10 years they have about 250 corvettes which is the strongest fleet in the galaxy. Would appreciate a fix.
Azerbaijan_Technology 24 Dec, 2024 @ 10:06am 
I'm not sure why you made crime such a neutral/or even positive thing in the mod, crimes should be a net negative as they are a consequence of mismanagement. The housing crisis should not imo, spontaneously solves itself by having the entire population move underground.
UndeadGamePlayer 16 Dec, 2024 @ 7:17pm 
gotcha. Well it keeps getting bigger lol. im trying to catch up but idk. There doesnt seem to be that much crime on the planet its over so idk. its at like 200k now and im like 60 to 80k atm (I didnt look too specifically.) we'll see if I can beat it at some stage or not.
Accorata  [author] 16 Dec, 2024 @ 6:18pm 
@Undeadhorrer No, but it won't grow anymore or siphon alloys, so it will just be a protector for that planet.
UndeadGamePlayer 16 Dec, 2024 @ 3:01pm 
If crime is somehow decreased, will the fleet disappear eventually?
Accorata  [author] 16 Dec, 2024 @ 2:18pm 
@Undeadhorrer That does sound like a crazy situation. The criminal fleet's only real drawback at the moment is that it will drain alloys from your vassal, however it will also protect that planet if someone declares war on them, so not necessarily that big of a problem. I plan to add more events that can occur with the fleet, but at the moment its just the criminals protecting their interests (with the usage of your resources). There isn't any other way to get rid of it without attacking it or decreasing crime.
UndeadGamePlayer 16 Dec, 2024 @ 1:55pm 
im asking for some spoilers I guess but im having a weird game atm. I used the mature galaxy mod to go into an already existing galaxy with advanced empires. One of them befriended me and wanted to protect me but they had some criminal problems and now have a massive 100k crime fleet in one of their systems that they cant seem to deal with. To the point where they asked to b e MY Vassal even though they have like tier 4 tech and im still on like tier 2 and have like maybe a little over 10k fleet. How do you stop the fleet from ever growing or when will it do something other than sit and grow? Do I have to (much as I can help anyway from afar) lower crime or unemployment? And is there any other way to deal with the fleet other than straight fighting it or? I like the mod so far honestly I just am having odd situations cause I like a heavy modded game.
Moros 2 Nov, 2024 @ 9:31pm 
10 is indeed way more manageable than 20.
kahvipensas 2 Nov, 2024 @ 11:26am 
Sounds like a good change! It's true that different playstyles can find your features easier or more difficult than intended. I'll be trying the updated version as soon as I can put together a working mod set for 3.14
Accorata  [author] 2 Nov, 2024 @ 10:30am 
Ok, I just updated the event so it has to fire three times to add/increase the underworld slums modifier, and given it fires 50% of the time if your planet has negative housing, it should take around 6 months on average instead of 2 to appear, which should hopefully help the problem.

I also changed the required housing to remove it from 20 to 10, as that seems to be more manageable for an average player. (I personally love to build giant city planets and just unemploy all clerks so housing is rarely a worry and I often just will have 20 extra floating around, but I'm realizing that doesn't align with the average playstyle.) Hope these changes help and thanks for the feedback!
kahvipensas 2 Nov, 2024 @ 10:17am 
@Accorata I've had the same problem as NightOwl - the underworld event fires so fast I have to keep checking my planets constantly because if they run out of something, the event almost always fires before I have time to do anything (for example if I run out of housing it fires before any new districts can be built even if I start construction right away).

I, too feel requiring 20 free housing is a bit excessive, I'd never build that many extra city districts since that would force me to micromanage jobs to make sure more helpful production jobs are filled instead of clerks.

I dropped this mod from my active playset a while ago to try to find a better balance, taking into account that I run a VERY heavily modded game. And right now I can't test things since not all of the mods I use are 3.14 ready yet.
Accorata  [author] 2 Nov, 2024 @ 10:10am 
@NightOwl It's interesting because I've never had the same experiences as people seem to talk about with it constantly firing. That said, people seem to have several complaints and thank you for including possible suggestions in your comment, I'll try to integrate some of those to see if I can get it to a less punishing state.
NightOwl 2 Nov, 2024 @ 8:43am 
The criminal underworld event fires way too fast, sometimes you don't even have the time to resettle the pops from the world, let alone build a district. And then you need to have 20 free housing to get rid of it, which is ridiculous. The only time I ever have 20 free housing is if I just conquered a well-developed planet and every pop on it is set to be purged. Either make it fire slower or make it so you need less free housing to get rid of it, in it's current state it's just annoying.
Moros 23 Oct, 2024 @ 1:55pm 
I integrated a vassal who had Criminal World V on their homeworld for seemingly no reason. They had 0% Crime, and despite maintaining that for decades the modifier seemingly has no way to be removed, making the planet almost useless.
Moros 23 Oct, 2024 @ 1:54pm 
I'm finding that the AI is really consistently having to deal with the underworlds. As in, 80% of their planets, with nothing causing housing problems; they're just not building enough housing. The AI seems to be okay with going negative housing by a little bit on new colonies (less than 10 pops) which leads to it being created, and then since the AI will never have more than 20 excess housing (which is A LOT, wow) they'll just pretty much always have it...
Accorata  [author] 14 Sep, 2024 @ 8:58am 
@The Life Extinguisher It's checked at the start of the month, so if you don't have enough housing then there's a 50% chance it will fire in the next 10 days. So if you do have extra housing when it fires thats only because you didn't at the start of the month when your pops first decided to build underground slums.
The Life Extinguisher 13 Sep, 2024 @ 3:10pm 
The criminal underworld event seems to fire way too often, I find it kind of weird that it can be activated even if you HAVE more houses than people.
Daevinski 11 Sep, 2024 @ 5:39pm 
Of course. I'm following you here and I'll keep an eye on your next projects. Thanks for all your mods.
Accorata  [author] 11 Sep, 2024 @ 5:32pm 
Thanks! I have some more stuff in the works, but I've been working on an even larger mod for Stellaris so that's been the priority.
Daevinski 11 Sep, 2024 @ 5:29pm 
Oh, cool! Can't wait for more content, really great mod. :cherrypie:
Accorata  [author] 11 Sep, 2024 @ 5:22pm 
@Daevinski Thanks for finding that! It's a flag for a future expansion of this mod, but I moved it to the pirate flags in case anyone wants to use it
Daevinski 11 Sep, 2024 @ 1:18pm 
There's a small bug in the Flag creation: the White Flower emblem is under "FLAG_CATE..." (the rest is cut) instead of one of the regular categories.
Sir Koda 19 Aug, 2024 @ 6:16am 
Thanks alot:D
Accorata  [author] 18 Aug, 2024 @ 3:45pm 
@Sir Koda Thanks for pointing that out! Fixed now.
Sir Koda 13 Aug, 2024 @ 1:12pm 
Hi, I think I encountered a bug. I got the freedom fighters event even tho I play as UNE and have slavery prohibited.
Accorata  [author] 30 Jul, 2024 @ 6:15am 
@Sparble If it happens again or you remember more details, I'd love to know. Thanks!
Sparble 30 Jul, 2024 @ 6:08am 
@Accorata hmm, I used the mod along with many other, so might have been caused by another mod, Wasn't a game breaking bug so it's not that bad. Great mod, kudos!
Accorata  [author] 30 Jul, 2024 @ 5:56am 
@Sparble That one does have a swap for gestalts to provide the drone equivalents. Do you have other mods active that might cause any conflicts?
Sparble 30 Jul, 2024 @ 1:19am 
@Accorata yeah it could have been the low housing one, although it added criminal jobs which afaik are not supposed to appear for gestalts as they have deviancy
Accorata  [author] 29 Jul, 2024 @ 11:22am 
@Sparble Interesting. Any memory of what event that was? Could it have been the low housing underground slum event because that can still fire with gestalts?
Sparble 28 Jul, 2024 @ 3:40am 
hey great mod! just wanted to report a bug though. an event with a criminal underworld/+1 criminal job happened even though I played an obsessional directive machine intelligence
biblioteka rodzinna 6 Jul, 2024 @ 11:00am 
super mod urzywam od dawna
A-Sartek 1 Jul, 2024 @ 5:04pm 
@Accorata thanks for the mod, excellent for spicing things up.

@knightphantom420 sounds like a skill issue, lol.
Zee Captain 28 Jun, 2024 @ 2:58am 
Wow, this mod makes criminal heritage playable!