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回報翻譯問題
1: Keep crime at 0% and their branches have a chance of closing every month
2: Declare war on them to close all branches or destroy them completely
3: Start a commercial pact with a normal MegaCorp and let them open branch offices on your worlds so the Criminal Syndicate can't
Thank you very much, Sir - I will give it a try
Also, please don't remove them from the game! Otherwise I can't play favourite faction, The Corsairs of Va'Ri, my custom pirate faction!
Furthermore, on this comment...
I'm not sure how you came to that conclusion, if there's some secret advantage, I'd be happy to know it. But crime:
1.) It is expensive. Establishing anti-crime campaigns on many planets, while having a Crime Syndicate vassal, adds up. If one has to occupy a precious building slot and pops with enforcers, when all of that could be occupied building more useful resources.
2.) Negative events can occur on planets. Lower stability, lower job production, lower trade value, etc.
While not an existential threat, it is quite expensive and annoying. But the holdings they make are at least funny: "Smuggler's Port," "Disinformation Center," "Illicit Research Labs," "Syndicate Port Operations," and so on. Worth a laugh.
Is there any way to tell a vassal, "You cannot open branches here," or ways to eradicate criminal branches once they become established? The only way I can think of: Free the subject, then wage war on them. Total war is especially delicious for such villians.
An expropriation war will remove all branch offices from your territory provided it's a white peace or victory.
getting crime to zero and running an anti-crime campaign will close the office relatively quickly.
Any war goal that will change their government type will also work.
reforming your government to a megacorp will also remove any branch offices they've set up.
Basically if you want to avoid dealing with a syndicate you have to address their branch offices ASAP. it's not difficult to do, you just have to make sure they never get a foot hold. Once they've opened multiple offices in your territory war is your primary option.
Also unlike normal empires syndicates can't form commercial pacts. Meaning they require espionage or other diplomatic options to gain enough intel to see your planets. Keeping your encryption high and maintaining a hostile attitude towards them will keep them out of your territory longer. Also running incident operations to kick out their envoys assigned to build a spy network in your empire is also helpful though that's kind of a dice roll.
In the end the goal is to wipe them out via liberation war or straight up conquest. It shouldn't be too difficult. Syndicates are basically a candle burning at both ends. Mess with them enough and their economy will start to tank.
"Annoying" is another way to say "challenging." Criminal syndicates inject a little extra challenge and a lot of extra flavor, so many people choose not to eradicate them. They're more dangerous to the AI than they are to the player.
1) Yes, removing crime is expensive. Though enforcers also generate defensive armies. In the domination traditions, you can gain the ability to produce unity from enforcers and from the unyielding traditions you get one that makes defensive armies generate unity, so they're far from a useless thing to have. Criminal branch offices generate elite merchant employment jobs on your worlds which boost your trade and generally help with the stability of your worlds.
They're a thing that happens in the game. Eradicating them is fairly easy but the price you pay for eradicating them is you lose one of the most interesting factions in your game.
2) Yeah, if you have criminal syndicates, you also get more events. Most of them are negative, though sometimes you close down a smuggling warehouse and get free resources from it. But if you want a game where planets have character and events happen, then absolutely keeping criminal syndicates around enhances the game experience.