Stellaris

Stellaris

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Criminal Heritage Expanded
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18. okt. 2021 kl. 13.20
31. mai kl. 17.10
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Criminal Heritage Expanded

I 1 samling av N0bbody
N0bbody's mods
3 gjenstander
Beskrivelse
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!

Started up a game with the mod and it neither murdered itself nor me, so that's a win. I've also finagled it to let me build branch offices on mega corp and normal empire planets but not your own. I hope it works, it's being held together with duct tape and hope. The only places you can't build branch offices are, like mentioned, your planets, crime corp planets (because that's how I got it to work and imagine it thematically as if the crime lords not allowing another family in) and then the usual empires who'd rather kill, maim, eat or assimilate you.

IF THINGS BREAK, REPORT IT, I'm off trying to enjoy the game again :D

What it does



--New Capital Planet Building:
PR Bureau
  • Envoys: +2
  • Codebreaking: +1
  • Encryption: +1
  • Trust Cap: -20


--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
High Society Clubs:
-Planet Modifier
  • Corrupt Entertainer Jobs: +1
  • Worker Happiness: -5%
  • Specialist Happiness: -5%
  • Branch Office Tradevalue: +10
-Corporate Empire Modifier
  • Infiltration Speed: +0.05
  • Maximum Infiltration Level: +2
  • Envoy Improve Relations: +20%
Infiltrated Church:
-Planet Modifier
  • Corrupt Priest Jobs: +1
  • Branch Office Tradevalue: +5
  • Spiritualist Ethics Attraction: +50%
-Corporate Empire Modifier
  • Infiltration Speed: +0.05
  • Maximum Infiltration Level: +2
Union-Busting Lawfirm:
-Planet Modifier
  • Corrupt Lawyer Jobs: +1
  • Branch Office Tradevalue: +5
  • Worker Happiness: -10%
-Corporate Empire Modifier
  • Infiltration Speed: +0.05
  • Maximum Infiltration Level: +2
Unregulated Research Labs:
-Planet Modifier
  • Corrupt Researcher Jobs: +1
  • Branch Office Tradevalue: +5
  • Habitability: -5%
-Corporate Empire Modifier
  • Infiltration Speed: +0.05
  • Maximum Infiltration Level: +2
Unregulated Factories:
-Planet Modifier
  • Corrupt Manager Jobs: +1
  • Branch Office Tradevalue: +5
  • Specialist Happiness: -10%
-Corporate Empire Modifier
  • Infiltration Speed: +0.05
  • Maximum Infiltration Level: +2


--New Jobs
Corrupt Bureaucrat:
This one's weird. He increases the crime on the planet, if there's an increase in Enforcers, but also reduces the Tradevalue on it. The progression goes a follows:
  • Enforcer on Planet:2/3/4/5/6/7/8/9/10
  • Crime: +60/90/120/150/180/210/240/270/300
  • Trade Value: +25/ +21.875/ +18.75/ +15.635/ +12.5/ +9.375/ +6.25/ +3.125/0
  • Branch Office Tradevalue: +25/ +21.875/ +18.75/ +15.635/ +12.5/ +9.375/ +6.25/ +3.125/0
Corrupt Entertainer:
  • Ruler Happiness: +10%
  • Ruler Output: +5%
Corrupt Priest:
  • Governing Ethics Attraction: -25%
  • Stability: +10
Corrupt Lawyer:
  • Worker Pop Resource Output: +10%
Corrupt Researcher:
  • Researcher Output: +10%
Corrupt Manager:
  • Alloys/GC from Jobs: +10%


Additional Changes and Ideas:

-removes the lock on the "No branch offices on other Megacorp planets" (edits the "can_support_branch_offices" rule), although the current solution is very awkward and probably not the final solution. I'm not entirely sure exactly what it does but it seems to do what it's supposed to do, for the most part.


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
60 kommentarer
Coggernaut 4. sep. kl. 17.18 
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  [skaper] 4. sep. kl. 15.22 
If you want to integrate whatever spaghetti code & assets I made, feel free to do so :steamthumbsup:.
Coggernaut 4. sep. kl. 10.22 
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  [skaper] 4. sep. kl. 7.56 
@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. juli kl. 6.09 
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  [skaper] 27. des. 2023 kl. 14.46 
@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 kl. 12.26 
Can this be installed on an existing save?
N0bbody  [skaper] 16. nov. 2023 kl. 5.30 
@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.
Elementyo 15. nov. 2023 kl. 22.12 
+90 crime per corrupt bureaucrat feels so op
N0bbody  [skaper] 10. nov. 2023 kl. 6.02 
@chaffboy56 that sounds about right, as is listed with the Corrupt Bureaucrat Job description. The Criminal Branch Offices are supposed to be difficult to remove but it should still be possible if you use the Anti-Crime Campaign and get one or two techs to reduce crime.