Stellaris

Stellaris

Criminal Heritage Fixed(DISCONTINUED)
18 kommenttia
shelleystapley 23.1.2023 klo 9.59 
i keep experiencing a god awful bug that makes the game think i have criminal heritage WHEN I DONT EVEN HAVE CRIMINAL HERITAGE
MadGAD 19.4.2020 klo 17.57 
We need that thing updated, please!
Vanidas 13.4.2020 klo 13.08 
I believe this has stopped working since the Federations update. AI is still producing tons of precinct houses, and I can apparently establish branch offices on primitive planets(not sure if that's a glitch or not...)
ExpiredHinau 28.12.2019 klo 9.11 
Any chance of this being updated? Thanks.
Quad Dumped  [tekijä] 2.7.2019 klo 7.56 
The vanilla value could have been increased in a patch or i just made the change by mistake, should be fixed now.
tseikk1 25.6.2019 klo 0.50 
Hey! First of all, great mod. Exactly what I was looking for, this makes Criminal Syndicate (and subversive cult) playable.
But why did you reduce the amount of alloys wrecking yards produce? A measly 2 alloys for 2 upkeep and low crime is never going to be worth it. The vanilla amount of 3 was fine.
Ultimuh 15.6.2019 klo 0.07 
Thanks, that was quick.
Quad Dumped  [tekijä] 14.6.2019 klo 8.39 
Aye, working on it.
Ultimuh 13.6.2019 klo 7.20 
Definitively needs an update, I think.
MarkJerue 8.2.2019 klo 6.28 
Ahhhh, so in other words, the modifier's jacked up? Gotcha!
Quad Dumped  [tekijä] 8.2.2019 klo 1.04 
Paradox has already implemented a patch which limits how many precinct houses the ai is allowed to build, which is apparently around 4-5. Nevertheless, this does not solve the problem itself, the ai still overreacts when crime reaches a certain point. This mod simply changes the modifiers which determine if a precinct house is going to be built(if crime > 15, do X etc...), so that the probability of one being built does not spike as soon as crime increases only slightly.
MarkJerue 14.1.2019 klo 8.38 
Question: does this limit the amount of precincts they can ever build or what? I'm asking what the mod does to fix.
cheese 11.1.2019 klo 9.18 
very nice yes, im proud of you my son
Slynx Jewel 10.1.2019 klo 20.00 
always encountered 2 types of behaviors: either they don't care (usually when you establish office early on and it survives the first few years) and the crime slowly reaches 100%. or they try to eliminate the office no matter what(and spam precinct houses which ruins their economy... making them a good target of a conquest.

your mod may bring a fresh take on this situation. so thank you.

ps: though the main problem of Criminal Herritade for me is that when combined with Gospel of the Masses you get a useless building - temple of prosperity(which you will never build, cuz it has 0 crime)
Quad Dumped  [tekijä] 10.1.2019 klo 11.17 
Yes.
Ultimuh 10.1.2019 klo 10.54 
Am I correct to assume that this alters some vanilla files, right?
Ulgu 10.1.2019 klo 9.59 
Finally, some weight to crime syndicates
forerunner398 10.1.2019 klo 7.55 
Description please!