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Feedback Requested: Pirates and Crime

Hello Stellaris Community!

We hope you all have had/are having a great holiday season! Last week’s War and War Resolution Feedback Form had over 4000 responses, and we’d like to take the time to thank you all for your feedback. There are certainly some insights to be gained from the feedback you offered, and we’re excited to see some trends emerging - and combined with the rather large sample size - we feel we have a solid amount of community feedback that can inform potential future development on War and War resolution in Stellaris.

For those of you who didn’t see last week’s feedback post, we are taking advantage of the break in dev diaries to collect feedback to inform future Stellaris development. This is not a promise or a guarantee that there will be a rework on any of these mechanics at any point, this is to collect community feedback in a centralized place so that if the devs do a rework in a particular area, we have an idea of the community’s expectations and what you like and dislike about the current implementation of features in Stellaris.

Today we’re taking another look at another topic from Dev Diary #364 -Sights Unseen: Pirates and Crime.

This is what Eladrin said in DD#364:
Pirates and Crime
Space Piracy is a popular fantasy - we touched on it a bit with the Treasure Hunters origin in Grand Archive, but they could mesh well with the Nomads idea mentioned earlier or even a factional political expansion. Crime and Deviancy aren’t terribly engaging systems at the moment either, and might benefit from wider examination.

So, Stellaris Community, what do you like/dislike about Pirates and Crime in Stellaris? Fill out our Piracy and Crime Feedback form and let us know!

From all of us here on Stellaris, thank you for taking the time to offer your feedback, and thanks for playing Stellaris!
 
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This is a great summary really. The other thing is, expropriation wars are only feasible as borders allow it(or not, if you're a Pacifist). In my Huge galaxy games, this is where there is a mismatch between the RTS demands of the game, e.g. My energy production being heavily impacted in a short of time versus the time to persuade an AI to open a border to me, maybe even multiple AIs is likely. That leaves a player with a couple of planetary decisions and likely a couple of police buildings.

Pacifists should be able to use an alternative to expropriation but generally I think the speed of the holdings being built or requirements to build each one increase as the galaxy gets bigger. It just gives both the receiver and aggressor the room to plan ahead a bit. Maybe anyway. I don't want to make these megacorps, toothless.
Yeah, expropriation wars are pretty clearly designed for edge cases with regular megacorps, not regular use with the edge case of criminal megacorps. In the original thread people were saying they never bothered with them and just went for liberation wars and such.

Anyway, what's a good description of a problem without ideasguying a bunch of solutions? Again pulled from that other thread my "playing against criminal megacorps" wishlist would be:
  • An "Organised Crime Division" edict that's only available if you have at least one CM contact. It would provide some kind of token passive benefit but its main job would be to trigger increased enforcer upkeep and effectiveness on any planet with a Criminal Holding on it. Basically pushing a Launch Anti-Crime Campaign equivalent to the empire level instead of having to make the call on a planetary level, but it doesn't replace the planet decision because it's not efficient to keep it running, or even available, unless there's CMs about.

  • Have each positive diplomatic agreement add a stacking stability benefit to Criminal Holdings. Basically Negotiate with (specific) Crime Lords but pushed to the empire level. Again, the standard planet decision Negotiate with Crime Lords would still exist as the only way to gain "normal" crime for stability.

  • A zero-sum "Commercial Pact" where you pay them protection money to prevent them putting Criminal Holdings on your planet. Basically equivalent to performing an Expropriation War except with no border issues and you're paying resources to the syndicate directly instead of tossing alloys into the grinder. Scale it based on the smaller of the two empires (a small empire can't give much and a weak criminal megacorps can't demand much) but it would need some kind of obvious way where you're regularly reminded of the current cost. Making it a 10 year re-up "truce" like enclave pacts might work.

  • A Crime Syndicate unique "Legitimate Businesses" holding that generates minimal or no crime and provides the crime syndicate with small hodgepodge of assorted resources, intel, the usual trade value % deal, and so on, but also reduces the cost to add additional crime holdings later. Possibly an exception to most of the above, it's a way for CMs to "peacefully" interact with overlords, bigger empires, and protection racket victims... right up until someone misses a payment or loses one too many wars and they use the reduced setup cost to flood the planet with speakeasies and gin joints.
High-effort bonus option: Allow any country to use "Fund criminal underworld" operations on a planet using the espionage system, and any Megacorp should be able to use the "Establish dummy corporation" operation to drop a branch office onto unaffiliated planets. Then set up a bunch of actually fun mechanics for dealing with unwanted branch offices and externally-influenced crime, since these systems no longer being limited to interacting with a single civic in a single DLC would mean there'd be actually meaningful gameplay return on the dev investment. And also some kind of espionage operation that allows you to use branch offices located on your planets to plant operatives within the parent MegaCorp.
 
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To make pirates and crime feel consequential without adding busy work for everyone, you should make them predictable but difficult to mitigate. They should be a straightforward consequence of overextending your empire and not taking care of the welfare of your pops. And there shouldn’t be any easy fixes for them (like building more hangar bays or hiring more enforcers).

You can spin lots of fun narrative events out of pirates and crime once you’ve got them, and players might feel like the trade off between aggressive expansion and having to deal with more piracy/crime would be worth it, but if you keep a compact empire and focus on pop welfare then you wouldn’t necessarily encounter pirates or crime at all and that would be just fine.
 
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Should not piracy and crime issues have ramifications on the government? Egalitarians end up having snap elections due to crime/piracy, maybe a situation where security ministers (and any "corrupt" leaders) are forced to resign. Authoritarian governments get sector/frontier revolts because they have their trade destroyed or who see the pirates as Robin Hood types (say in recently conquered or non-contiguous territory).
 
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The primary issue with crime/piracy is fundamentally the same for cloaking and espionage, give too much power it's not fun and takes over the game, not enough power and it's just a nothing burger...
 
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Maybe not exactly this topic but attached to it...let me create patrol routes...like select systems ships must pass through. Once relays and gateways get in place my patrol fleets (if say I deign to upgrade them) suddenly will ignore systems because their pathing algorithm prefers another route....
 
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To make pirates and crime feel consequential without adding busy work for everyone, you should make them predictable but difficult to mitigate. They should be a straightforward consequence of overextending your empire and not taking care of the welfare of your pops. And there shouldn’t be any easy fixes for them (like building more hangar bays or hiring more enforcers).

You can spin lots of fun narrative events out of pirates and crime once you’ve got them, and players might feel like the trade off between aggressive expansion and having to deal with more piracy/crime would be worth it, but if you keep a compact empire and focus on pop welfare then you wouldn’t necessarily encounter pirates or crime at all and that would be just fine.
And remember: on crusaderkings often the raiders are OP but you cannot raise enougth troops in time for beat them before do some demage. Or the espionage: or is useless or is OP
 
Some thoughts about pirates and crime:
  • How about having some crime or unrest events that happen specifically when a particular faction is discontented? E.g. pacifist pops sabotaging weapons plants, xenophobe pops murdering xenos or illegally keeping them as slaves, egalitarian pops smuggling slaves out of the country or uncensored media in, authoritarian pops illegally keeping slaves, materialist pops illegally creating AIs? How about militarist pops carrying out pirate raids on your neighbours that risk creating diplomatic incidents?
  • How about connecting crime and espionage somehow? In particular it seems to me like criminal corps infiltrating countries for crime purposes and for espionage purposes maybe shouldn't be distinct?
  • How about some limits to what information countries can have on their own planets when crime is involved? For example, crime-derived penalties that can become invisible if you don't have good enough undercover domestic intelligence? Or along similar lines, how about hidden pirate shipyards countries need to uncover before they can destroy them?
 
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Only Trade and Criminal Syndicate empires really interact with the mechanic so I'll ignore everyone else.

Piracy's impact on trade isn't really very well telegraphed to the player. It would be nice if the game were to say "hey, piracy is building along this route; you may want to put a patrol along it" in much the same way CK3 will say "counties have low Control".

I also think that part of the piracy ideal is that there aren't really any hives of scum and villainy. I think if there were something resembling a galactic trade network that would be a great thing to play with; players could do privateering, you could empower the GC with it, there would be lots of fun things to do with it.

Crime on worlds is usually an afterthought and it's only really relevant if you have a Criminal Syndicate in the game. I'm not really sure what is the 'correct' fantasy here for the player being affected by crime; as a mechanic, it honestly feels more like a building/pop tax as you need to place Enforcers on those worlds. I feel as though worlds should meaningfully change rather than just get slapped with debuffs for having high Crime.

For Criminal Syndicates (and to a lesser extent Megacorps) I think I have a few points of feedback:
  • You can't declare war on empires which you've planted your branches on
  • You can't plant on Hives, Machine Empires or other Megacorps
  • You can't plant on worlds which already have a Branch Office (whether Criminal or Megacorp)
  • Espionage is underwhelming and clunky to use
  • I don't think it plays into the fantasy for people to know you have a Criminal office on a world
Multi-branch worlds are probably the big one for me. I think that not being able to build a Branch Office because it's been CSed or vice versa is one of the biggest "this is a game" things that sticks out to me, but if you could have both on a world that would be a really interesting interaction; the Megacorp would want to keep crime low enough to make a profit but not so low that the CS is driven off, while the CS wants to just maximize the crime.
 
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Crime on worlds is usually an afterthought and it's only really relevant if you have a Criminal Syndicate in the game. I'm not really sure what is the 'correct' fantasy here for the player being affected by crime; as a mechanic, it honestly feels more like a building/pop tax as you need to place Enforcers on those worlds. I feel as though worlds should meaningfully change rather than just get slapped with debuffs for having high Crime.
Crime is basically a fancy situation to carry you from things starting to go south to you utterly losing a planet. Recently captured planets, planets with poor living conditions, unhappy factions, or generally poor empire health lead to low happiness. A timer starts ticking on an unhappy planet moving toward full collapse. The longer you leave the timer the more it will cost to fix it, leave it too long and you might lose the planet. Crime is this just more flavourful. The problem is CMs confusing people because the tools for dealing with the timebomb style crime aren't suitable for being targeted by a CM, so you remember the weird messed up CM game's crime interactions more than you remember the times it was performing as intended.
 
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I think that not being able to build a Branch Office because it's been CSed or vice versa is one of the biggest "this is a game" things that sticks out to me, but if you could have both on a world that would be a really interesting interaction; the Megacorp would want to keep crime low enough to make a profit but not so low that the CS is driven off, while the CS wants to just maximize the crime.

Why would the Megacorp want to keep the CS Branch Office?
 
Aside from what other commenters have posted here, i would like to see a rework on the Market, Piracy and Crime systems into a single connected experience. For example:

  • Market - there's no longer magic resources there. All resources are only available when someone makes them available.
    • Selling resources into the Market makes them available to anyone connected.
      • Contacted empires
      • Pirates
      • Crime Pops
    • Resources are only available with a friendly trade aggreement between empires.
      • There should be a green icon next to the resource that's very beneficial to buy or sell - if i have 1000 Aloys at the start the game but the market prices are high due to other's demand, it should have a green up arrow letting me know my Aloys are valuable and i could sell them.
      • Black Market resources are also available right away upon contact but any purchase from BM increases Crime in all empires using it.
      • Black Market resources are directly stolen from criminal production
      • Black Market access and costs can be influenced by Espionage missions.
    • Stagnant Empires may be able to steal resources without triggering wars, but an event is still created saying "big guys took 1000 Aloys, damn :\"
    • It should be possible to completely buy out the entire market, driving prices of Food up really high. If this is coupled with a lack of Food in an empire it may easily trigger revolt and massive rise in crime.
  • Crime should be a faction in an empire, similar to the others and it cannot be directly controlled.
    • While we have Police jobs, we don't have Police fleets. I would like to see a civilian fleet that's donated to a governor (and tied to him) and the AI will patrol the systems to lower crime rating along trade routes automatically. Retire the hangar's function on this. These fleets usually retreat and defend the home planet during wars but generally are too weak against proper military fleets.
    • Any pop can belong to this criminal faction, and they continue to work in regular jobs. They simply contribute some of their output to the crime organizations instead. This is especially bad for top jobs and may lead to a governmental takeover.
    • Crime, in essence, channels resources away from the empire and into the Black Market, allowing AIs to acquire ships and stations with those resources. This is typically an exchange so empires can get additional benefits such as faster EXP or more Energy from criminal activity. Criminal-based empires benefit a lot from this, naturally.
    • In general - crime is just a faction that pops belong to, nothing else. It channels/converts resources away from empire. This is countered by happiness and ameneties (and police).
  • Piracy
    • Crime is, in some ways, separate from Piracy. I would even say Piracy is the "Crime of Crime". Criminals don't want Piracy, they want more of a mafia than hostile pirates. Pirates are more centered around separatism and revolt aiming to destroy and take over. Sometimes criminals will fight the pirates - remember that criminals are citizens of an empire while pirates are specifically separate from them. Some criminals will work towards piracy. This can be achieved by having separate criminal factions.
    • Pirates can be the following:
      • Unhappy citizens from supressed factions, they want independence to for their own government.
      • Unhappy citizens from lack of living conditions such as slaves, purged or lack of food, ameneties, living space, etc...
      • Espionage efforts funded by an enemy empire, paying for these.
      • Foreign criminal activity, such as criminal empires setting up Holdings.
      • Criminal extremists, they want to separate into their own pirate empire to form a pirate empire/horde (not a regular empire).
    • Pirates come in several flavours:
      • Sneaky Base - these are the weakest ones. They don't exist as an actual unit, but merely spawn an event in a random celestial body and steal resources from that system. Each base steals resources from one building, such as a mining base. You need a science ship to scan all celestial bodies again to uncover their location. This will spawn an event requiring military ships, typically one combat and one troop ship to resolve this. They will pool stolen resources and spawn Bold Pirates. They can also spawn additional Bases in other bodies, snowballing their efforts. They are not detectable normally but may despawn if anti-crime efforts prevent them from spawning new fleets.
      • Pirate Fleets - these pirate fleets are spawned from the Sneaky base and capture system buildings. They will use stored resources to create a fleet big enough to capture (so take longer to spawn a fleet to cap the system station). They usually spawn the weakest fleet first to take over weaker buildings. This will repeat until they capture everything in the system. Each capture contributes to their strength, it can and will snowball if left unchecked. Police fleets will attack these.
      • Lastly, pirates can capture planets or venture into nearby systems once the previous system is fully captured. If they capture a livable planet (including uncolonized ones), that will spawn a pirate empire. Try to avoid this. Or not.
  • Espionage
    • Espionage (and Holdings) can contribute to both Crime and Piracy in different ways.
    • Espionage does not affect Crime or Piracy directly, only their funding or influence by foreign empires. If an empire is funding pirates, Espionage can uncover their location without the need for a Science Ship.
    • Channel Resources - foreign empires can channel their resources into Criminal factions or Pirate bases (basically like Encourage Faction with resource transfer). Counter-espionage is required to uncover this. Resources channeled in this matter will significantly speed up the mechanics explained above.
    • Donate ships - an operation can spawn an event near or within the target empire that needs a military fleet to resolve. The chosen fleet will suffer a "Oops, fleet seems to be gone!" and will Go Missing towards the pirate base. This will instantly grant the pirates a lot of power but will carry a significant risk of sponsorship discovery if the wrecks are researched. If the target empire has vision of this operation they will instantly get an alert and may consider this an act of war.
With these ideas, perhaps it would be fleshed out a little more.
 
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Why would the Megacorp want to keep the CS Branch Office?
In mechanics or in a story sense?
Mechanically, the Trade-increasing buildings the CS can plant also benefit the MC.
Story-wise... I don't think most megacorps care that much about whether or not there are criminals, so long as they don't cut into the profits. They just want more business. A prison-industrial complex civic would be pretty cool too I think; something that lets you build Enforcer buildings on your branch offices.
 
I'd say Crime is at this point ok, I only would suggest increasing the impact of crime on stability. -as it is, it lacks teeth.

Regarding piracy I would suggest a total diferent system where ships were generally assigned to anti piracy operations (removing them from general play) and allowing the player to choose what systems were more heavily patrolled. This new interface window would also have the info about trade routes, highlighting the ones more prone to piracy. THen an algorithm would lower or raise piracy depending on the number and type of ships assigned and the amount of piracy in the different areas concerned.

Last but not least, I would scrap the pirate fleets that regularly pop up in the normal map. Whack-a-mole play is not good gameplay...
 
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At the moment, espionage is a practically useless function in the game. It is worth speeding up operations much more, making them more useful and adding new ones, for example: killing enemy leaders. Also, to the intelligence of the enemy empire, you can add damage to the enemy fleet, the more intelligence, the greater the damage to the fleet and ground army. You can add a new leader "Agent", he cannot hold a post in the council and is engaged in supporting other leaders or participating in operations. When attaching an agent to a governor or scientist, the chance that he will die from events will decrease. When attaching an agent to an admiral, the chance that the admiral will die in a space battle or on the ground decreases, and the chance of death of enemy admirals also increases.
 
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At the moment, espionage is a practically useless function in the game. It is worth speeding up operations much more, making them more useful and adding new ones, for example: killing enemy leaders.

100% agreed that espionage is basically useless.
Espionage operations at least, intel gathering for more info about other empires or more intel gathering from pre-ftl worlds is just fine.

However, one should be careful with new or changed operations.
"Kill enemy leader" sounds great in theory, but will be extremely frustrating if it is used by the AI vs yourself. Especially since there is no real counter-espionage in Stellaris, sou you cannot even protect yourself against that (encryption is too passive and has a very limited impact).

Espionage should be meaningful, but also shouldn't induce rage quitting because your chosen one just got killed.
That is not an easy tightrope to dance on.
 
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100% agreed that espionage is basically useless.
Espionage operations at least, intel gathering for more info about other empires or more intel gathering from pre-ftl worlds is just fine.

However, one should be careful with new or changed operations.
"Kill enemy leader" sounds great in theory, but will be extremely frustrating if it is used by the AI vs yourself. Especially since there is no real counter-espionage in Stellaris, sou you cannot even protect yourself against that (encryption is too passive and has a very limited impact).

Espionage should be meaningful, but also shouldn't induce rage quitting because your chosen one just got killed.
That is not an easy tightrope to dance on.
So it's not that hard to balance. The AI can simply be made passive in espionage. I also suggested in the previous post to add a new leader who can do counter-espionage.
You can also add other parameters - the higher the level of the ruler and his position (that is, it is more difficult to kill in the council of leaders, and the ruler is even more difficult), the more difficult it is to kill them.
 
Pirates in Stellaris are dumb. They come out of hiding, attack a star base of whoever's territory they’re in, set up shop after disabling it, and then expect what, for the galactic power they attacked to NOT send a fleet to destroy them? Whoever is leading them must have some of the biggest balls in the galaxy or be one of most delusional fools in the galaxy.

Pirates, criminal, and trade protection in Stellaris need some rework and Criminal Syndicates can play a big role in causing empire major headaches. Here are some suggestions:

Piracy needs to hurt: Letting it get too high should have at least some impact on an empire’s resources, perhaps something like a 1% percent penalty on resources generated from planets and stations in system for every 50 points of piracy.

> Flush the Basterds out: Pirates and their bases could have to be flushed out by patrolling fleets, and the more piracy in a system the stronger the pirate fleet and more bases the fleets could discovered and have to destroy.

> Mercenaries vs Pirates: For a reasonable monthly fee mercenary enclaves could provide an anti-piracy agreement that gives players a renewal empire-wide bonus to their trade protection, base on the strength of the mercenary’s fleet.

Trade, Trade Protection and Patrols: I know this thread is for discussing piracy and crime, but it can’t be disconnected from trade that is pirates target, and trade and patrol routes have an annoying pathfinding issue when using both gateways and hyper lanes. They will chart elaborate courses requiring 6-10 jumps to get from point A to point B rather than the more direct route that could only require 4 jump. It’s annoying and forces you to send and all trade two a single station leading to an overloaded trade route between that station and your capital, generating shit tons of piracy, and requiring one or more dedicated fleets to keep things under control. This is probably due with how trade value is gathered, with one system’s trade value being collected by across a gateway by a station half way across your empire instead of the trade station set up in its sector. So here’s how I suggest solving this issue:

> Sector Centers of Trade: Have each sector have a designated center of trade where all trade value in that sector is collected regardless of distance. By default this could be the sector capital, but player should have the ability to give that designation to any upgraded Starbase or planet in the sector. These centers of trade will then generate the trade route, that using the same path finding logic as fleets will send all trade value and resources to the empire’s capital.

> Let us Manually set trade and patrol routes: Allow players to be able to manually set up patrol and trade routes. They can still be set automatically, but players should be able to change what paths they’re going along as they see fit. Especially if anything ever goes wrong with game’s path finding logic.

> Trade Protection Buildings and defense platforms: Add a new building for stations or planets that generates large amounts of trade protection. It would also be nice if the fighter hangers for defense platforms could also provide some measure of trade protection.

Crime and Criminal Syndicates: The current mechanics around crime could use some rework. Here’s some suggestions

> Have crime generate some instability: From what I’ve seen, unless I’ve missed something, crime only seems to effect stability if the planet gets one of the crime focused negative modifiers. I think it would be better if at least a small amount of instability was generated for each point of crime on the planet. Alternatively, you could also have it to where a small amount of crime starts generating whenever planet stability reaches below 50%.

> Have crime impact resource production and pop happiness: This could help make crime a bigger issue, and reduce the temptation of making deals with crime lords. However, if one does make such a deal the can get a large increase in planet stability, and negate some of loss of production, but your pops will still be unhappy with the situation.

> Black market benefits from Crime: Right now, the black market is just a slave market it provides no other benefit. So how about giving other services on top of enhancing the slave market.

- Galactic Crime Rate stat: Could be viewable in the black market/slave market tab. This number is the difference of the total amount of piracy and planet level crime in the galaxy vs. the total amount of trade protection generated by empire’s fleets and crime reduction from filled enforcer jobs and leaders.

- Black Market strength stat: Basically, this measure of the black market’s strength and influence in galactic affairs measured as a percentage. Every time the player or another empire purchases a good or service from the black market this number increases depending on the amount of money spent. It’s minimum default level of strength could be determine by the galactic crime rate. However, at 50% strength, it will start to generate small of crime on all colonized planets, with that amount increasing by 1pt for every percentage point pass fifty percent.

- A more anonymous slave market: Right slaves only appear when empire seeks to sell pops for some extra energy credits. Rather than relay on that alone how about having it to where, depending the level of crime on a planet there is a small chance for pops to start going missing and showing up in the slave market. It could using a system similar to the to the Vivarium used for breeding captured space fauna, but one hidden from the player.

- Espionage and Information Brokage: Have the black market allow Empires to purchase intel on one another. In addition to conducting some espionage operations without the need for envoy acting as a spy master. There could even be a few operations unique to the black market and criminal syndicates (more on this below). How successful and effective the operation is could depend on the strength of the black market, the target level of encryption, and the amount of law enforcement pops operating in the target empire.

- Greater resource purchases in exchange for higher crime: The black could players to purchase resources in amounts higher than the regular galactic market, but every purchase from the market applies or renews of 10-year modifier that increases crime throughout your empire, by 25pts.


> Criminal Syndicates: One of the main goals of a criminal syndicate should be to increase the amount crime in the galaxy, because they benefit from it. Whenever they build a criminal branch office on a world, they slowly take over all criminal operations on the planet.

- Criminal Syndicates true nature should be hidden: The criminal heritage civic should be hidden to everyone but empire holding it and only having high intel on them will reveal the truth. It should be the same for their holdings. The truth could also be revealed a special situation that could trigger when crime gets to a certain level on the planet and there’s a law enforcement building like a precinct house on the planet.

- Underworld control: A unique modifier for criminal syndicates, measuring how much of the planet’s underworld they control. This number increases gradually and at 100% all benefits of crime present on the world go to them.

- Black Market Hub: Criminal Syndicates could start the game with a unique station or megastructure, the Black Market hub. This would give them access to unique espionage operations usable only against empires where they have holdings. In addition, to getting access to a slave processing center explained above.

- Resource smuggling: As suggested above crime should impact a planet’s resource production, causing a small lose for the planet’s owner. However, if a Syndicate has a branch office on the world, the planet owner’s small lose becomes the Syndicates gain as those resources are funneled to them.

- Kidnapping and Slavery: Worlds with Syndicate holdings on them could have an increase chance for pops to go missing. However, unlike the suggestion made above, here that missing pop will go to a special slave processing center (More on this below). There, the player can decide what to do with kidnapped pops: assign them to their own worlds, trade them to empires that practice slavey, sell on the slave market or breed them like one can breed space fauna.

- Black Market Hub: Criminal Syndicates could start the game with a unique station or megastructure, the Black Market hub. This would give them access to unique espionage operations usable only against empires where they have holdings. In addition to getting access to a slave processing center where they can manage kidnapped pops and decided which pops they want to assign to their own planets, sell on the market, or after researching special social tech, breed them like other empires breed space fauna in a grand archives vivarium.

~ Unique Syndicate operations: “Sapient Resources Acquisition”, that randomly kidnaps pops from planets the Syndicate has holdings on. “Law Enforcement Sabotage”, that damage law enforcement buildings. “Leader Assassination”, that speaks for it. “Fund smugglers” to steal a decent number of resources from the target empire.

~ If the home system of the Syndicate is captured by an enemy empire that black market hub can be either seized or destroyed. If seized all slaves in the processing center will be rescued and automatically resigned to worlds controlled by the enemy empire. If destroyed, everything on it will be lost, but can be rebuilt. When the war is over, if the Syndicate’s home system isn’t taken by the enemy, the hub will be disable for a few years. If the system is taken it will be destroyed.
Having a black market tab where you can see the crime in the galaxy, buy and sell slaves, and buy and sell intel is a really good idea. Definitely sounds like something I could see being added in an DLC.
 
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I don't like crime. I don't care about pirates.

Really both of these need to be fixed.

We have the space barbarians which basically do nothing unless they spawn the Great Khan or get in a relatively advanced empire's way. My suggestion would be as follows:

1. Rebrand the raiders / barbarians as pirate nations. This gives them some stickability in the early middle game. Think of them as Boskone in the Lensmen saga by EE Doc Smith
2. Allow them to access the Megacorp crime syndicate mechanisms. Add create pirate base to options which trashes trade in the target but can be combatted by boosting fleet patrols. Scrap the spawning pirates.
3. Tweak the mercenary enclave to become a pirate enclave. You can still set them up but it trashes your reputation with non-criminal factions (and boosts it with pirate factions). Provides money to owner to offset loss of trade from surrounding systems - means that pirate enclaves will almost always be set up on the border of two empires (realistic?) You get to use their fleets if you pay.
4. Criminal Megacorps become wannabe pirate factions - an established Criminal Megacorp is no different from a Day One spawned pirate faction
5. Great Khan event becomes Pirate King event

This makes the "barbarians" (now pirates) a threat from Day One. Their AI would be focussed on keeping what they have and only responding to provocations from players / npc (like fallen empires)
 
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