Stellaris

Stellaris

!Starnet Less Reckless about Crime (Build Precincts If Needed) Patch
Showing 11-19 of 19 entries
< 1  >
Update: 21 May, 2020 @ 11:18am

- Updated Meaningful Crime Update compatibility
- Criminal Syndicates should now be a bit more responsive to crime on their own planets

Update: 15 May, 2020 @ 9:41pm

- Fixes an issue where the AI was less likely to build a precinct if criminal jobs were getting out of hand instead of more likely as intended

Update: 15 May, 2020 @ 12:18pm

- Instead of relying only on a hard cutoff, the amount of criminal jobs considered acceptable is now a function of the number of pops on the planet (goes up as the number of pops goes up). For example, losing 3 pops to crime may be devastating at only 10 pops, but it is barely a blip at 80 pops.
- Fixed an issue where gestalts may have been reluctant to destroy sentinal posts unless the deviant drone modifier was fully gone.

Update: 28 Apr, 2020 @ 7:13am

- Optimization: avoid counting planet pops for criminals unless it knows there could possibly be criminals based on modifiers (e.g. criminal underworld for non-gestalt empires)

Update: 27 Apr, 2020 @ 8:59am

- Tweaked some weights and thresholds some

Update: 22 Apr, 2020 @ 7:30am

- Payed closer attention to AI weight reductions so that the AI doesn't destroy precincts when not intended
- Made it so the AI can only scrap up to one precinct a month (to let the consequences of crime reduction "propagate" before making further decisions)

Update: 20 Apr, 2020 @ 11:17am

- Fixed an issue where gestalt empire AI may get in a loop of building and destroying sentinal posts

Update: 20 Apr, 2020 @ 11:05am

- Tweaked thresholds some
- Increase precinct priority if crime is getting out of hand (as opposed to merely not decrease it)

Update: 16 Apr, 2020 @ 7:18am