Stellaris

Stellaris

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Criminal Heritage Expanded
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18 Okt 2021 @ 1:20pm
1 Jun @ 5:37pm
33 Catatan Perubahan ( lihat )
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Criminal Heritage Expanded

Dalam koleksi 1 dari N0bbody
N0bbody's mods
Item 3
Deskripsi
The idea is to straight up buff the "Criminal Heritage" civic, so that it's viable against AI and in MP. It was meant for coop play with friends but I wanted to share it, in case someone wanted something similar and also to improve the balancing. Since the mod changes Criminal Heritage, the DLC "Megacorp" is necessary but the "Nemesis" DLC is also recommended because most new buildings add buffs to espionage.
I'd love feedback for balancing and whatnot!

Regarding thePhoenix Update:
♥♥♥♥ it, we ball. I updated things and did a few test runs. The game doesn't crash (because of the mod, I hope) and I changed most things. This update changed a lot to the base game, so most things the mod did originally are now removed, as they are in the base game. Don't forget, you can get up to 20 Base Crime if you get a trade agreement. But still, I thought it'd be nice to include it in case people wanted something extra. Some things were shuffled around and I'm still trying to see what can be improved with my current skills.

THE IMAGES ON TOP ARE OUT OF DATE. I'll (probably write things down in the description below.

IF THINGS BREAK, REPORT IT. If you have a better idea on how to realize things, say it. I'm off trying to enjoy the game again :D

What it does



--New Branch Office Buildings:

Criminal Headquarters:
-Planet Modifier
  • Corrupt Bureaucrat Jobs: +1
  • (Crime: +35) Temporarily removed, for balance testing purposes
  • Trade Value: +10
  • Branch Office Tradevalue: +10
Xeno Relations Bureau
  • Envoys: +0.5
  • Codebreaking: +0.25
  • Encryption: +0.25
  • Trust Cap: -5
High Society Clubs:
-Planet Modifier
  • Corrupt Entertainer Jobs: +1 per 100 Pops
  • Worker Happiness: -5%
  • Specialist Happiness: -5%
-Corporate Empire Modifier
  • Infiltration Speed: +0.05
  • Envoy Improve Relation: +0.1
Union-Busting Lawfirm:
-Planet Modifier
  • Corrupt Lawyer Jobs: +1 per 100 Pops
  • Worker Happiness: -10%
-Corporate Empire Modifier
  • Infiltration Speed: +0.05
  • Codebreaking: +0.25
  • Encryption: +0.25
Unregulated Research Labs:
-Planet Modifier
  • Corrupt Researcher Jobs: +1 per 100 Pops
-Corporate Empire Modifier
  • Infiltration Speed: +0.05
  • Codebreaking: +0.25
  • Encryption: +0.25
Unregulated Factories:
-Planet Modifier
  • Corrupt Manager Jobs: +1 per 100 Pops
-Corporate Empire Modifier
  • Infiltration Speed: +0.05
  • Codebreaking: +0.25
  • Encryption: +0.25


--New Jobs
Corrupt Bureaucrat:
  • Enforcer on Planet:2/3/4/5/6/7/8/9/10
  • Crime: +10
  • Branch Office Tradevalue: +25
Corrupt Entertainer:
  • Ruler Happiness: +10%
  • Ruler Output: +5%
Corrupt Lawyer:
  • Worker Pop Resource Output: +10%
  • Worker Pop Happiness: -10%
Corrupt Researcher:
  • Researcher Output: +10%
Corrupt Manager:
  • Alloys/GC from Jobs: +10%
  • Specialist Pop Happiness: -10%


Additional Changes and Ideas:

What I wanted to buff as well, is the espionage part of the game. It's nothing great or particularly balanced, most buildings just flat out increase network build speed (which allows you to fire the missions more often) and the network max level (which give you a bigger pool for these missions and also better intel).

The last aspect of the mod are the buffs for the host planet of these branch offices. Most buildings (currently) give a hefty buff to the host planet (10% researcher output, 10% alloy/CG output, stuff like that). These buffs are there to balance it's effectiveness against the AI but also to make them more attractive for other players. To balance all of this out a bit more, the buildings are pretty expensive to build and their upkeep is also nothing to laugh at, although the buffs should be more than worth it.
Recommended Mods
Since this mod buffs a small part of the espionage gameplay, I recommend the following mods to enhance that aspect of the game:
Expanded Diplomacy and Espionage
Stage a coup
Other Stuff

A collection with all of my current mods, works well together if you want to play a spy-focused game.

Thanks
For some of the icons, I'd like to thank Tom Stone and his collection of free assets over at https://github.com/quetzatcoatl/Stellaris-Moding-Assets
61 Komentar
Coggernaut 12 Sep 2024 @ 4:10pm 
I'm integrating it, so I would like to give you contributor status on E&C's workshop page. I have not seen before if I have the permissions to-do so, but I should be able to as an Admin of the page
Coggernaut 4 Sep 2024 @ 5:18pm 
I appreciate it! Spaghetti code was what my first country in hearts of iron IV looked like. I utilized country-events to simulate if/else statements because I didn't know I could do that :steamhappy:
N0bbody  [pembuat] 4 Sep 2024 @ 3:22pm 
If you want to integrate whatever spaghetti code & assets I made, feel free to do so :steamthumbsup:.
Coggernaut 4 Sep 2024 @ 10:22am 
To keep maximum compatibility, this is why I would recommend checking the global E&C flag to enable only E&C Classic's conditions when triggered.

Since June, I have taken over as dev and plan to release a Megacorp update before December.

Folk can opt to overwrite your mod by placing E&C at higher priority, but because E&C touches branch buildings, your effects may not be incorporated.

Perhaps the solution is for E&C to integrate your stats directly into E&C with your permission? This would make your mod unnecessary to enable to as it would be directly incorporated. I would give workshop link & credit, if I can get ahold of Petruxa (or perhaps I have these permissions already) I could add you as a contributor
N0bbody  [pembuat] 4 Sep 2024 @ 7:56am 
@Coggernaut very late reply I know but I wanted to keep the mod as simple and standalone as possible. Adding compatibility would be additional work and since main line E&C gets sparse updates, many use different branches of the mod, which could result in unwanted conflicts.
In general built-in compatibility compatibility is cool, as it can shape entire playthroughs but in this case I'd like to keep it as versatile (and simple to update) as possible, because I also don't play Stellaris too often these days.
Coggernaut 20 Jul 2024 @ 6:09am 
Hello, I love your mod,

What do you think about collaborating and integrating built-in compatibility between Ethics and Civics Classic and Criminal Heritage Expanded?
N0bbody  [pembuat] 27 Des 2023 @ 2:46pm 
@Wei I wouldn't recommend it since it changes some basegame files but I never tried it, so not sure how much it'd break.
Wei 27 Des 2023 @ 12:26pm 
Can this be installed on an existing save?
N0bbody  [pembuat] 16 Nov 2023 @ 5:30am 
@Elementyo well, kind of. Three Enforcer produce -75 Crime, if you turn on Anti-Crime Campaign, they produce -105 Crime. Without the initial +25 crime from establishing a crime corp holding you'd already be in the negative and get your branch office thrown off planet. The scaling also stops after "only" 10 enforcers, which amounts to 2 Halls of Judgement.
Is it a big investment? Yes, yes it is, but it's supposed to be since otherwise the AI would spam enforcers instantly and you'd have no branch offices left. That way you have at least a small grace period where the branch office stays open for a bit longer.
Element 15 Nov 2023 @ 10:12pm 
+90 crime per corrupt bureaucrat feels so op