Stellaris

Stellaris

Crimelord Empires 4.0
3 Comments
The Wandering Modder  [author] 19 Jun @ 10:39am 
It is intentional and I will look into more buildings somedpay
Graepix 19 Jun @ 9:27am 
Also I don't know if this intentional, but the buildings get jobs from crime% rather than the total crime value. So even if you have 1000 crime on a planet, buildings will be capped 200 jobs.
Graepix 19 Jun @ 7:39am 
Can you add a building for pop growth (probably with a small bonus), a mercenary soldier job, and a building that allows for the production of rare resources? It would be interesting to have crime produce everything.