More Criminals Mod

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Author: communista

Last revision: 28 Oct, 2023 at 10:49 UTC

File size: 866.3 KB

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Description:

Paradox created a whole strata for criminal jobs but didn’t put any jobs in it! This mod expands the number and variety of criminal jobs in order to create a more diverse experience. The new types of criminal will undermine and sabotage key aspects of your economy unless dealt with, and may appear as a result of either endogenous or Criminal Heritage-provoked criminal activity.

Thugs are poor-quality soldiers, siphoning alloys for a mild naval capacity boost.
Underground Chemists siphon exotic gases into amenities.
Smugglers ship alloys off-world, importing a small number of consumer goods to compensate.
Wildcat Miners steal minerals.
Catalytic Thieves steal large quantities of food in order to catalyse it into alloys.
Rogue Scientists siphon your science production.
Corrupt Bureaucrats are simply less effective bureaucrats.
Cultists – heretic priests – undermine social stability and governing ethics attraction.
Spies weaken your encryption and diplomatic weight.
Finally, Crime Bosses badly hurt trade income while massively boosting the value of Criminal Heritage branch offices.

The amount of crime generated by modifiers and Criminal Heritage holdings have been toned down, as has the crime reduction from Enforcers, resulting in a smoother overall experience with less wild see-sawing between 0% and 100% crime. The number of vanilla criminals has been tripled, while their trade modifiers have been switched to multiplicative rather than additive penalties, reducing the overall impact of each.

Crime-related planetary events and modifiers have been expanded and rebalanced, as have Criminal Heritage holdings.

Finally, there are new ways for regular empires to manage crime. Prison buildings don’t reduce crime, but they do turn criminals (which are a net negative to your economy) into workers who produce a small volume of consumer goods. Think of them as a temporary expedient while you deal with the underlying sources of crime. Finally, there is a new capital building for Penal Colonies, which comes with the new Warden leader type, a ruler-level Enforcer.

Mod will not play nicely with any of the [many] other crime rework mods out there.