(BROKEN) !Meaningful Crime Alternative (with even more Meangingful Crime)

⭐ — (0 endorsements) 📥 294 downloads 📅 11/15/2019
⚪ Last updated 2021

By 76561198017276094 · Balance, Fixes

⬇ Download Mod Source: Steam Workshop ↗ 📅 Updated: 5/28/2021 📅 Created: 11/15/2019

🔍 Analysis

  • 🏆 #13 of 13 Balance, Fixes mods in this game by downloads

📋 About This Mod

This hasn't been updated since the Stellaris 3.0 days, and thus is very broken. However, there is a newer fork of this mod. A fork of Muggins' Meaningful Crime to update it to 3.0, as well a several other changes to make it even more meaningful. Note: 3.0 support should be considered in beta. I have not been able to functionally test much. Please let me know of any issues. I have at least verified there are no syntax errors, and that a game can be started without crashing. (Now taking suggestions for a thumbnail) Compatible with both StarNet AI and Glavius AI. However, if using StarNet AI, I recommend checking out my patch (NOTE: Not updated yet) 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 (but currently not being updated due to 3.0 instability in Stefan's). 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% - Taking crime lord deal reduce crime enforcer crime reduction from 15 -> 12 (the idea being the state is letting mobs run by being "easier" o

This hasn't been updated since the Stellaris 3. 0 days, and thus is very broken. However, there is a newer fork of this mod. A fork of Muggins' Meaningful Crime to update it to 3. 0, as well a several other changes to make it even more meaningful. Note: 3. 0 support should be considered in beta. I have not been able to functionally test much. Please let me know of any issues. I have at least verified there are no syntax errors, and that a game can be started without crashing. (Now taking suggestions for a thumbnail) Compatible with both StarNet AI and Glavius AI. However, if using StarNet AI, I recommend checking out my patch (NOTE: Not updated yet) 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 (but currently not being updated due to 3. 0 instability in Stefan's). 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% - Taking crime lord deal reduce crime enforcer crime reduction from 15 -> 12 (the idea being the state is letting mobs run by being "easier" o

📊 Mod Details

Game
Stellaris Mods
Author
76561198017276094
Version
N/A
Downloads
294
Endorsements
0
Category
Balance, Fixes
Created
11/15/2019
Updated
5/28/2021

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