Stellaris

Stellaris

170 ratings
Crime Overhaul
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469.233 KB
Dec 27, 2021 @ 1:31am
Dec 29, 2021 @ 3:55pm
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Crime Overhaul

Description
Introduction
If you were anything like me when you heard MegaCorp was going to add crime mechanics and city planets you were pretty excited and already plotting to lead a planet sized Gotham into space. Unfortunately that dream never came true. Until now...

Crime Overhauled aims to make crime both relevant and interesting to engage with, whether encouraging it or stamping it out, while addressing some glaring immersion breaking features of base Stellaris crime.

Dynamic Crime
In base Stellaris, your podunk backwater with 20 yahoos and your bustling capital Ecumenopolis filled to the brim with 400 of your empire's finest would at 100% crime have the same amount of criminals - 4. I guess they have a very strong union.

In Crime Overhauled, the number of criminals varies based both on the population of your planet and the amount of crime present. That means a planet of 400 has more criminals than a planet of 20 and that same planet of 400 at 75% crime has more criminals than when it was at 25% crime. Furthermore depending on the level of crime different types of criminals will emerge or disappear.

Crime Rescaled
In base Stellaris, you only have 100 crime to work with and on high pop planets that could lead to pretty drastic and binary shifts if for example happiness took a hit. Luckily it would only create 4 crime jobs so who really cares.

In Crime Overhauled, the scale has been significantly reduced. This allows for a higher level of granularity and allows for large pop planets not to oscillate between no crime and all the crime. This also lets you curate the level of crime you are willing to allow or not.

New Criminal Careers
Not all crime is the same and neither are all criminals. Crime Overhauled adds new criminal jobs each of which emerges at a certain minimum level of crime. These jobs aren't just flat negatives but rather are worse versions of a similar above board job. 50% worse to be exact. On a planet with high unemployment though prevalent crime might be appealing now and players may have a reason not to stamp out crime wherever they see it. On the flip side it should make the crime lord deal less appealing on underemployed planets.

Expanded Content
  • 10 New Jobs!
  • 11 New Civics!
  • 4 New Species Traits!

Upcoming Features and Content
  • Themed criminal heritages including new jobs and buildings. Your drug cartel shouldn't look or play like your old school mafia.
  • Keeping it in the family. Send your experts in all things criminal to work at your brand new branch office.
  • New criminal origins.
  • Criminal federation and turf war mechanics.
  • More criminal jobs!
  • Expanded and updated criminal decisions and events.
  • Dynamic themed criminal undergrounds your red light planet won't look like your organ mill planet or maybe it will...
  • Finally for The King in Yellow expanded content for all your culty needs.

Compatibility
This mod only overwrites the crime events file and the specialist file to rebalance the enforcer. If you have another mod also overwriting the specialist file you can simply change the enforcer value in their file and load this before and everything should work hunky dory. As part of the rescaling enforcer went from 25 -> 5.
42 Comments
Nitron Oct 28, 2023 @ 7:20am 
It works fine for me
Sgt. Sarge Oct 28, 2023 @ 3:36am 
RIP MOD
Your Mate Sep 13, 2023 @ 1:15am 
I miss this
Voidmourne Jan 10, 2023 @ 3:33pm 
@Gnark7 will we ever see an update for this mod?
redmoth27 Jul 7, 2022 @ 10:49pm 
Will you be continuing the mod?
TheBigE May 20, 2022 @ 7:21pm 
Noticing a number of 'unexpected token' errors in the error.log, among others which may adversely affect the mod's ability to run properly. I assume the recent changes in code as part of 3.4 are the reason, in which case I am eagerly awaiting an update in the near future.
Flashmeister Mar 7, 2022 @ 10:26pm 
3.3?
MrTechMonkey Feb 23, 2022 @ 4:35pm 
Just an idea, but as the civics are kinda awful right now you could have them be edicts instead, so players that want to play a crime based empire still can but randomly generated AI arn't gimping themselves.
Amanfreed Jan 19, 2022 @ 9:24am 
Please either rework the civics or remove them because as it is they don't really add much other then just taking up a civic slot on randomly generated civs.