Stellaris

Stellaris

90 ratings
More Criminals Mod
   
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Oct 24, 2023 @ 12:57am
Sep 10, 2024 @ 11:56pm
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More Criminals Mod

Description
In the original version of this mod, much of the new gameplay was reserved for Criminal Heritage empires, with their unique branch office buildings. Now, crime events will actually replace the buildings on your own planets with their criminal equivalents, which means more diverse planets, and most importantly of all, more crime!

Paradox created a whole strata for criminal jobs but didn't put any jobs in it! This mod expands the number and variety of criminal jobs in order to create a more diverse experience. The new types of criminal will undermine and sabotage key aspects of your economy unless dealt with, and may appear as a result of either endogenous or Criminal Heritage-provoked criminal activity.

Thugs are poor-quality soldiers, siphoning alloys for a mild naval capacity boost.
Underground Chemists siphon exotic gases into amenities.
Smugglers ship alloys off-world, importing a small number of consumer goods to compensate.
Wildcat Miners steal minerals.
Catalytic Thieves steal large quantities of food in order to catalyse it into alloys.
Rogue Scientists siphon your science production.
Corrupt Bureaucrats are simply less effective bureaucrats.
Cultists - heretic priests - undermine social stability and governing ethics attraction.
Spies weaken your encryption and diplomatic weight.
Finally, Crime Bosses badly hurt trade income while massively boosting the value of Criminal Heritage branch offices.

The amount of crime generated by modifiers and Criminal Heritage holdings have been toned down, as has the crime reduction from Enforcers, resulting in a smoother overall experience with less wild see-sawing between 0% and 100% crime. The number of vanilla criminals has been tripled, while their trade modifiers have been switched to multiplicative rather than additive penalties, reducing the overall impact of each.

Crime-related planetary events and modifiers have been expanded and rebalanced, as have Criminal Heritage holdings.

Mod will not play nicely with any of the [many] other crime rework mods out there.
33 Comments
Ranger May 23 @ 2:52am 
@communista Thank you!
communista  [author] May 23 @ 12:07am 
Go for it.
Ranger May 22 @ 5:09am 
@communista Would you mind if someone else, maybe myself, uploads an updated version?
communista  [author] Apr 10 @ 6:02pm 
It works for now but support will cease when 4.0 drops.
Ranger Apr 6 @ 10:41am 
Does anyone know if this is still working?
EchoVibe Feb 27 @ 3:36pm 
W crime
HiddenSquid Jul 11, 2024 @ 11:11am 
i installed the mod in the past and deactivated it some games after.
now i reactivated it and thought : why the f have i removed it?

Love it , thanks for your work :D




but........

the building description from "Syndicate Front Corporations" has a spelling error :
consume has an "r" at the end. :P
communista  [author] Jun 1, 2024 @ 8:02pm 
Thanks for the feedback. I've made this behaviour conditional, so it will use minerals for upkeep until the owner has discovered exotic gas mining. Let me know if that fixes the issue :)
Abruptsnake Jun 1, 2024 @ 3:52am 
Sorry if this is a noob question but I've had the center of drug trade spawn a couple of times before I've found gasses and therefore can't buy them or produce them... This destroys my early early game economy to the point I can't recover haha (as in literally don't have the resources to produce more precinct houses, and the ones I have are debuffed to the point of useless). Am I just missing something? Is there a way to alleviate the gasses upkeep you get that early that isn't finding, producing or buying?

Other than that I love this mod so much!