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Criminal heritages on the other hand, generate crime for the planet owner. Those branch offices can be automatically closed by keeping 0 crime for some time, or you can close them all by defeating them in a war with that war goal.
Yeah looking under crime it says its a criminal syndicate branch office.
OK here it is where the effects of the corp itself and the smuggler port appear. What I wonder stats in green do they represent things I am earning?
All it takes is to make your crime at 0%, which requires a single enforcer station building or whatever crime reduction building of your current empire type. Seems kind of silly to throw away a whole game because you've been mildly inconvenienced at best.
You're getting a free merchant job for a mild increase in crime that can be quite readily dealt with. That seems like a pretty nice deal to me.
If you're playing against a criminal megacorporation (which you are) there are two strategies to get rid of them.
1) Go to war as already discussed.
2) Build an enforcer building AND keep crime at 0% for a period of time and eventually the branch office will be forced to close.
If you can't quite get crime to 0%, check to make sure you have all the enforced jobs occupied. If that doesn't work, consider hiring a law and order governor to further reduce the crime limit. Also, there's the law and order crackdown decision (I can't remember what it's called).
It can be a pain but I tend to play from a RP perspective these days. Try imagining the story of what is happening in your universe to make the game enjoyable. In addition, playing against a criminal corp can be an opportunity to learn a whole bunch of new strategies and approaches.
On the other hand, I, like you, have abandoned games when this has happened because I could not be assed micromanaging an annoying criminal megacorporation.
Your game, your choice.