Stellaris
Criminal Heritage Fixed(DISCONTINUED)
18 comentarios
shelleystapley 23 ENE 2023 a las 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 ABR 2020 a las 17:57 
We need that thing updated, please!
Vanidas 13 ABR 2020 a las 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 DIC 2019 a las 9:11 
Any chance of this being updated? Thanks.
Quad Dumped  [autor] 2 JUL 2019 a las 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 JUN 2019 a las 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 JUN 2019 a las 0:07 
Thanks, that was quick.
Quad Dumped  [autor] 14 JUN 2019 a las 8:39 
Aye, working on it.
Ultimuh 13 JUN 2019 a las 7:20 
Definitively needs an update, I think.
MarkJerue 8 FEB 2019 a las 6:28 
Ahhhh, so in other words, the modifier's jacked up? Gotcha!
Quad Dumped  [autor] 8 FEB 2019 a las 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 ENE 2019 a las 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 ENE 2019 a las 9:18 
very nice yes, im proud of you my son
Slynx Jewel 10 ENE 2019 a las 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  [autor] 10 ENE 2019 a las 11:17 
Yes.
Ultimuh 10 ENE 2019 a las 10:54 
Am I correct to assume that this alters some vanilla files, right?
Ulgu 10 ENE 2019 a las 9:59 
Finally, some weight to crime syndicates
forerunner398 10 ENE 2019 a las 7:55 
Description please!