!Meaningful Crime Alternative (with even more Meangingful Crime)

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Author: TechSY730

Last revision: 14 Nov, 2020 at 22:12 UTC (12)

File size: 196.61 KB

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Description:

A fork of Muggins’ Meaningful Crime to update it to 2.8, as well a several other changes to make it even more meaningful.

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WARNING: 2.8 support has been tested to have no syntax errors (can load correctly), but I can not functionally test it until more of my mod stack’s dependencies update

Compatible with both StarNet AI and Glavius AI. However, if using StarNet AI, I recommend checking out my patch that makes it a bit less reckless with crime management, as now the penalty for high crime is much stiffer.

If you use Stefan’s Perfectly Balanced Mod, check out this compatibility patch by Col. Hathi.

The original Meaningful Crime is no longer required; this is now a complete, independent fork of it. (Having it won’t hurt so long as it is loaded at a lower priority, that is, higher in the mod stack in the vanilla launcher)
However, if the original author, Muggins, ever makes an update, I will consider their changes as well.

Important changes in the original that still hold here:
– 1 criminal job per 10 crime instead of per 33
– Enforcers only reduce crime by 15, not 25
– Criminal syndicates get a reduction to the cost of their branch offices
(Most other changes still hold, but the above are the most important)
(See pinned notes for a full description of changes inherited by the parent)

To make crime even more meaningful, the following changes have been made on top of the original:

– Crime to trigger criminal underworld: 30% -> 20% (15% for criminal syndicates)
– Crime for criminal underworld to dissipate: 10% -> 7%
– Unemployment benefits will help only so much. If crime gets too high even on top of that, the criminal underworld will still be established
– Enforcer job weight is now more responsive to the current state of crime on the planet
– The "severe" crime modifiers (Gang Wars, Center of Drug Trade, and Mob Rule) now are strictly better at generating crime then regular criminal underworld (it may generate less criminal jobs per crime rate, but the increase in the base number of criminal jobs offsets this)
– Awakened fallen empires can now get criminal underworlds, however, the native precursor species will never take part of criminal jobs
– Criminal Syndicates that also have the Civic Gospel of the Masses get access to a new branch office building, Sanctuary of Sin, that gives the same effect as (and also replaces) Temple of Prosperity except also applies the crime modifiers.
This building was adapted with permission from Stefan’s Perfectly Balanced Mod, but will not duplicate it if that mod is also active (but check out the compatibility patch above).

Criminal Jobs:
– Energy upkeep: 1 energy
– Trade loss: 0.5
– Amenity loss: 2
– Stability loss: 1
(for gestalts, there is no trade loss)

For Criminal Syndicates, Criminals are changed in the following way (without Crime Lord Deal):
– Energy upkeep: down to 0.5 energy (the smaller mobs are hesitant to steal too much from the main mob)
– Energy production: adds 0.25 energy (as the ruling mob infiltrates and skims some from the smaller mobs)

Crime Lord Deal (for non syndicates) changes Criminal jobs on that planet in the following ways:
– Energy upkeep: 1 -> 0.5
– Trade loss: 0.5 -> 0.25 (will avoid interrupting critical trade lines and industry as part of their agreement for the "blind eye")
– Amenity loss: 2 -> 2.25 (as now they can be a bit more brazen now that they have a blind eye turned towards them)
– Stability loss: 1 -> 1.125
This should still overall be a loss, but less of a loss

Crime Lord Deal (for syndicates) makes the following changes to Criminal Jobs:
– Energy production: 2 (as now the Syndicate is collecting bribes and protection money from those other gangs in order to let them operate)
– Energy upkeep: remains 0.5
– Amenity loss: 2 -> 2.75 (even more emboldened by the acceptance by the State Syndicate)
– Stability loss: 1 -> 1.375
This should make crime management for Criminal Syndicates a bit more interesting. While this is still strictly inferior to regular jobs, it may be good enough that trying to clamp down on mild crime isn’t worth it.

To compensate for the much stiffer penalties to crime, Criminal Syndicate branch office crime generation had to be nerfed. The old values were too much for the new Criminal job curve:
Criminal Syndicate Branch office building crime generation: 50 -> 30, 40 -> 25, 30 -> 20