Crimelord Empires

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Author: The wandering modder

Last revision: 2 Sep, 2024 at 05:41 UTC (1)

File size: 246.64 KB

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Description:

You do not need megacorp, but criminal jobs also produce trade value if you have criminal heritage.

1 new civic, 19 new buildings, 12 new jobs, 5 new armies, 2 new decisions, 1 new ship, 1 new modifier and 100% more crime!

Makes a high crime playstyle actually viable by adding various criminal jobs that produces resources as well as several new buildings to create criminal jobs and deal with unemployed pops. Now crime and unemployment can be a resource instead of a problem to be solved. build the degenerate empire of your dreams!

Fake traders are unarmed vessels that can cloak and cause chaos in enemy territory. They steal energy credits from trade routes PASSING THROUGH the system as well as increase the risk of piracy.

hint: negotiate with crime lords increase the production of some jobs as they no longer need to hide from the law.

Want to add more criminals? leave a comment with your ideas.

While I work for free, you can keep me motivate if you really think you want to. Ko-fi.com/the_wandering_modder

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Revisions:

Old revisions of this mod are available below. Click the link to download.