Stellaris

Stellaris

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(BROKEN) !Meaningful Crime Alternative (with even more Meangingful Crime)
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14 Nov, 2019 @ 6:51pm
28 May, 2021 @ 2:02pm
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(BROKEN) !Meaningful Crime Alternative (with even more Meangingful Crime)

In 1 collection by TechSY730
Mod List [2.7]
62 items
Description
This hasn't been updated since the Stellaris 3.0 days, and thus is very broken. However, there is a newer fork of this mod.

A fork of Muggins' Meaningful Crime to update it to 3.0, as well a several other changes to make it even more meaningful.

Note: 3.0 support should be considered in beta. I have not been able to functionally test much. Please let me know of any issues.
I have at least verified there are no syntax errors, and that a game can be started without crashing.

(Now taking suggestions for a thumbnail)

Compatible with both StarNet AI and Glavius AI. However, if using StarNet AI, I recommend checking out my patch (NOTE: Not updated yet) that makes it a bit less reckless with crime management, as now the penalty for high crime is much stiffer.

If you use Stefan's Perfectly Balanced Mod, check out this compatibility patch by Col. Hathi (but currently not being updated due to 3.0 instability in Stefan's).

The original Meaningful Crime is no longer required; this is now a complete, independent fork of it. (Having it won't hurt so long as it is loaded at a lower priority, that is, higher in the mod stack in the vanilla launcher)
However, if the original author, Muggins, ever makes an update, I will consider their changes as well.

Important changes in the original that still hold here:
- 1 criminal job per 10 crime instead of per 33
- Enforcers only reduce crime by 15, not 25
- Criminal syndicates get a reduction to the cost of their branch offices
(Most other changes still hold, but the above are the most important)
(See pinned notes for a full description of changes inherited by the parent)

To make crime even more meaningful, the following changes have been made on top of the original:

- Crime to trigger criminal underworld: 30% -> 20% (15% for criminal syndicates)
- Crime for criminal underworld to dissipate: 10% -> 7%
- Taking crime lord deal reduce crime enforcer crime reduction from 15 -> 12 (the idea being the state is letting mobs run by being "easier" on them in return for them stealing less stuff from the "core" economy (so they can bully the "peasants" more))
- Like Vanilla added in 3.0, the Crime Lord Deal and Crime Lord Deal broken modifiers allows criminal jobs. However, this rate has been increased: 1 criminal per 33% crime -> 1 criminal per 20% crime (half that of "Criminal underworld" in this mod)
- Unemployment benefits will help only so much. If crime gets too high even on top of that, the criminal underworld will still be established
- Enforcer job weight is now more responsive to the current state of crime on the planet
- The "severe" crime modifiers (Gang Wars, Center of Drug Trade, and Mob Rule) now are strictly better at generating crime then regular criminal underworld (it may generate less criminal jobs per crime rate, but the increase in the base number of criminal jobs offsets this)
- Awakened fallen empires can now get criminal underworlds, however, the native precursor species will never take part of criminal jobs
- Criminal Syndicates that also have the Civic Gospel of the Masses get access to a new branch office building, Sanctuary of Sin, that gives the same effect as (and also replaces) Temple of Prosperity except also applies the crime modifiers.
This building was adapted with permission from Stefan's Perfectly Balanced Mod, but will not duplicate it if that mod is also active (but check out the compatibility patch above).

The general idea behind the Criminal Job changes is that in return for the state being "easier" on them, they will steal less stuff from the "core" economy (but they can bully the "peasants" more, since if you take it you clearly don't value your populace as much)

Criminal Jobs:
- Energy upkeep (aka. loss): 4 energy
- Trade loss: 4
- Amenity loss: 4
- Stability loss: 2
- Criminal syndicate branch office value add: 0 -> +5
(for gestalts, there is no trade loss) (TODO need to fold that lost penalty into other stats)

Crime Lord Deal (for non syndicates) changes Criminal jobs on that planet in the following ways:
- Energy upkeep: 4 -> 3.5
- Trade loss: 4 -> 2.5 (will avoid interrupting critical trade lines and industry as part of their agreement for the "blind eye")
- Amenity loss: 4 -> 4.75 (as now they can be a bit more brazen now that they have a blind eye turned towards them)
- Stability loss: 2 -> 2.35
- Energy production: 0 -> 1 energy (collecting a little bribe money to turn the "blind eye")
- Criminal syndicate branch office value add: +5 -> +7 (extra +2)
This should still overall be a loss, but less of a loss

For Criminal Syndicates (without Crime Lord Deal), Criminal jobs are changed in the following ways
- Energy upkeep: 4 -> 3.5 energy (the smaller mobs are hesitant to steal too much from the main mob)
- Trade loss: 4 -> 3.5 (same reason as above)
- Amenity loss: 4 -> 3.75 (same reason as above)
- Energy production: adds 1 energy (as the ruling mob infiltrates and skims some from the smaller mobs)
- Criminal syndicate branch office value add: remains +5

For Criminal Syndicates, Crime Lord Deal makes these further changes to Criminal Jobs on that planet:
- Energy production: 0.5 -> 3.5 (as now the Syndicate is collecting bribes and protection money from those other gangs in order to let them operate) (TODO this is probably too generous)
- Energy upkeep: remains 3
- Trade loss: 4 -> 2.25 (will avoid interrupting critical trade lines and industry as part of their agreement for the "blind eye") (TODO this is probably too generous)
- Amenity loss: 3.75 -> 5.125 (even more emboldened by the acceptance by the State Syndicate)
- Stability loss: 2 -> 2.5
- Criminal syndicate branch office value add: +5 -> +8 (extra +3)
This should make crime management for Criminal Syndicates a bit more interesting. While this is still strictly inferior to regular jobs, it may be good enough that trying to clamp down on mild crime isn't worth it.

To compensate for the much stiffer penalties to crime, Criminal Syndicate branch office crime generation had to be nerfed. The old values were too much for the new Criminal job curve:
Criminal Syndicate Branch office building crime generation: 50 -> 30, 40 -> 25, 30 -> 20


TODO:
- Test if I can now override specific jobs in a new file instead of plowing over the whole jobs file. This was broken in 2.8 (it caused jobs to break entirely). If this works now, then I can eliminate a huge source of mod incompatibilites.
- Update compatibility with More Events Mod and Planetary Diversity
- I am pretty sure the penalty/reward increases for Crime Lord Deal per Criminal job is pretty out of wack for Syndicate and Non-syndicates
- Allow Criminal Syndicates to still build branch offices on targets they are at war with the target planet's owner, perhaps at double the cost though (to reflect that it is now much harder to smuggle stuff into a country at war with you)
- Are you forced to deconstruct all branch offices before you can declare war? I couldn't find any logic to that effect. If this is true, waive it for Criminal Syndicates (though maybe reduce the payoff to the syndicates to 75% (to reflect that it is now harder to smuggle out of a country at war with you)
- Reduce how much is "acceptable" crime or criminals for Merchant Guilds, as they "feel" the trade loss MUCH more harshly
- AI should avoid taking Crime Lord Deal if planetary amenities are too low
Popular Discussions View All (1)
0
8 Jul, 2020 @ 6:53am
PINNED: Full list of changes from the original
TechSY730
102 Comments
bin chicken 29 Nov, 2024 @ 11:18pm 
I just want to say I really like the concept!
TechSY730  [author] 29 Nov, 2024 @ 10:32am 
@Scabby Bill
Yes, I haven't updated this mod in, well, 2-ish years; this is way behind the current state of the game.

There is a fork of this mod that is more up to date, though I don't have the link on me at the moment.

I'll rename this mod to indicate it is currently broken
bin chicken 8 Nov, 2024 @ 2:27am 
Broken
WP 🥔 28 Feb, 2022 @ 8:48pm 
Did you see the 3.3 update to incompatibilities for modders? It may have fixed your problem!
Voyao 24 Jan, 2022 @ 5:51am 
RU:
Обнаружил проблему. Стелларис версии 3.2.2 (5cb5). Когда я использую этот мод, то все Металурги и Изготовители автоматически слетают со своих должностей, а новые НИ ПРИ КАКИХ обстоятельствах не хотят на них садится.
А с гештальт-сознанием всё ещё интереснее. У них вообще любые трутни/дроны не хотят работать. Ни на одной должности.
Не помогло даже отключение всех других модов и перемещение этого вверх списка.
Voyao 24 Jan, 2022 @ 5:51am 
ENG:
Found a problem. Stellaris version 3.2.2 (5cb5). When I use this mod, all Metallurgists and Fabricators automatically leave their positions, and new ones UNDER ANY circumstances dont want to sit on them.
And with Gestalt consciousness, it's even more interesting. All drones do not want to work. Not in any position.
Even disabling all other mods and moving this one to the top of the list did not help.
Wilmfe23 11 Dec, 2021 @ 11:57pm 
One change that would make sense and also balance it out well is if crime lord deal puts a minimum of around 20% crime on a planet. No matter how many enforcers or whatever you have it will never go below that until the crime deal modifier is removed.
That way it indeed is a deal with the devil. That you need the immediate stability but are willing to take a hit.
TechSY730  [author] 21 Nov, 2021 @ 11:28am 
Well dang.

> I've identified this mod as a cause for Artificer jobs from the Mastercraft Inc civic to not appear and bug out entirely.

Yep, Stellaris' engine still breaks if you override only some jobs in a separate file. I either have to modify a whole vanilla jobs list or make the new criminal stats a new job (which would break all checks for those employed as a criminal).
:(

I'm not going to be able to update this anytime soon. Feel free to make a patch or fork it though. I consider all my mods open source with attribution.
Rord64 20 Nov, 2021 @ 8:14pm 
I've identified this mod as a cause for Artificer jobs from the Mastercraft Inc civic to not appear and bug out entirely.
󠀡󠀡󠀡󠀡Dolik 31 Jul, 2021 @ 9:13pm 
thank you, i`ll check it tomorrow