Stellaris

Stellaris

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tthungar 2023 年 12 月 9 日 上午 10:33
Crime Syndicate - any chance to get rid of it ?
hi,

Iam new to this game and I have a question... well, to be honest I have lot of questions but the thing that puzzles me right now is another faction "Tendrak Synidicate" (describtion is crime syndicate) which opens branches on my plantes which boost the crime there by a lot.

they are on the farside of the galaxie, we are on friendly diplomatic terms: embassy but borders are closed. any chance to close these branches ? they are f****** annoying

oh, and Iam not an english native speaker, sorry for any misspelling and/or grammer flaws
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目前顯示第 1-14 則留言,共 14
HappySack 2023 年 12 月 9 日 上午 10:59 
You have three options to deal with Crime Syndicates:

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
最後修改者:HappySack; 2023 年 12 月 9 日 上午 11:18
tthungar 2023 年 12 月 9 日 上午 11:09 
引用自 HappySack
You have three options to deal with Crime Syndicates:

1: Keep crime at 0% and they 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
Volatile Schemer 2023 年 12 月 9 日 下午 12:12 
I found it both surprising and annoying that conquering them and subsequent turning them into a protectorate didn't stop them from creating all those annoying holdings. It's surely an oversight on developers' end, right?
Geoff 2023 年 12 月 9 日 下午 12:18 
引用自 Volatile Schemer
I found it both surprising and annoying that conquering them and subsequent turning them into a protectorate didn't stop them from creating all those annoying holdings. It's surely an oversight on developers' end, right?
I don't think so. A pet criminal syndicate can be a pretty useful friend to have. Crime is not exactly an existential threat.
Willem 2023 年 12 月 9 日 下午 1:21 
Liberation Wars are also an option, force them to adopt your ethics and government form so they can no longer be a Syndicate.
mss73055 2023 年 12 月 9 日 下午 2:21 
You can still declare war on them as your protectorate, as long as they're not in a federation with you.
Sedmeister 2023 年 12 月 10 日 下午 1:17 
There's also the criminal Warlord deal.

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!
Kalemenos 2023 年 12 月 22 日 下午 5:06 
引用自 Willem
Liberation Wars are also an option, force them to adopt your ethics and government form so they can no longer be a Syndicate.
I didn't get that result. I was waging a liberation war with Empire A to get Empire B (and was successful). However, Criminal Syndicate C was A's vassal. So just before victory, the Criminal Syndicate C pledged a secret allegiance, and I got stuck acquiring them as a vassal without intending to. (The dirty rats.) At no point did I get any sort of option to force them to adopt my ethics or government, nor have they.

Furthermore, on this comment...

引用自 Geoff
A pet criminal syndicate can be a pretty useful friend to have. Crime is not exactly an existential threat.

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.
最後修改者:Kalemenos; 2023 年 12 月 22 日 下午 5:08
Azor 2023 年 12 月 22 日 下午 5:10 
There are mods that disable Criminal Syndicate civic for AI. Look it up on Steam Workshop and you'll find it.
Oakshadow 2023 年 12 月 22 日 下午 7:14 
You can only close one syndicate branch office every 10 years. So if you want to deal with them there's only so many ways to do it

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.
Segovax 2023 年 12 月 22 日 下午 9:32 
Kill them all and let fusion sort them out.
Geoff 2023 年 12 月 22 日 下午 10:51 
引用自 Kalemenos
引用自 Geoff
A pet criminal syndicate can be a pretty useful friend to have. Crime is not exactly an existential threat.

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.

"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.
Vovarush 2023 年 12 月 23 日 上午 10:02 
Im a bit late to the party, but you can always just do crime lord deal and be relatively unharmed. It literally removes all negative events and gives +5% more pop output
mss73055 2023 年 12 月 23 日 下午 4:59 
Or switch your own government to Megacorp. This will instantly close all foreign branch offices, no refunds.
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張貼日期: 2023 年 12 月 9 日 上午 10:33
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