Stellaris

Stellaris

(BROKEN) !Meaningful Crime Alternative (with even more Meangingful Crime)
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Update: 15 mei 2020 om 12:21

- Instead of relying only on a hard cutoff, the amount of criminal jobs considered acceptable is now a function of the number of pops on the planet (goes up as the number of pops goes up). For example, losing 3 pops to crime may be devastating at only 10 pops, but it is barely a blip at 80 pops.

Update: 14 mei 2020 om 8:00

* Fixed an outdated tooltip claiming criminal syndicates cannot join federations

Update: 12 mei 2020 om 8:00

* Updated to 2.7

Update: 11 mei 2020 om 7:25

* Updated StarNet AI compatibility
* Made "disinformation center" in line with the other criminal syndicate buildings

Update: 7 mei 2020 om 7:36

* Fixes an admittedly funny issue where hive minded or machine unit pops undergoing extermination from a non-gestalt empire could pick up criminal jobs (they would still be exterminated, but they should be sitting dormant cutoff from their hive-mind/machine network)

Update: 7 mei 2020 om 7:02

* Updated Starnet AI compatibility (again)
* Enforcer/Patrol drone/Warrior drone jobs are more likely to be taken and kept if the owner is at war or if there is a crisis occurring
* Enforcer jobs are now more likely to be taken and kept if Martial law is enacted (and the same for the gestalt equivalents)
* Fixed several cases of priorities conflicting with each other due to overlapping conditions, causing weird weights at certain crime levels
* Fixed pops being lazy about taking enforcer jobs if criminal underworld got established in certain situations (this logic was intended to be applied only to AIs to not spend a lot of effort fighting crime when not many criminals, but the trigger was written too broadly)

Update: 6 mei 2020 om 20:21

* Updated Starnet AI compatibility
* The precursor "Protector" jobs now have weights similar to Enforcer jobs reacting to current crime. Except if at war or a crisis is happening, in which case they will prioritize it more (to get the defense pops)

Update: 3 mei 2020 om 20:57

* Criminal syndicate branch office buildings nerf:
Crime generated 25->20, 40->25, 50->30
** The vanilla values were fine for vanilla crime punishment, but with new meaningful crime rate, these were a bit...excessive

Update: 2 mei 2020 om 8:45

* Replaced uses of "has_monthly_income" with "resource_income_compare" because "has_monthly_income" drops to 0 if the resource cap is hit, which usually isn't what you want. "resource_income_compare" does not
** Thanks to slv_starnet for pointing this out

Update: 28 apr 2020 om 7:16

- Optimization: avoid counting planet pops for criminals unless it knows there could possibly be criminals based on modifiers (e.g. criminal underworld for non-gestalt empires)