How do you deal with criminal syndicate branch offices?

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ShaTiK

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Curious. So, it's either you have 0 crime/100% crime supression. Or you have tons of crime, don't even try to fight it and have 'deal with crime lords' instead. The system is quite binary in that sense, no middle ground at all. First case is the base line for almost any empire, or when you want to trow out crime branch from the planet. The second is when you consider the loss of building slots for police stations not worth it and just goes 'whatevs'. Weird that crime lords doesn't seems to have any severe penalties. At the very least it's protecting you from actually harmful crime events like minus to trade value - this event, firing in your capital, could have a sizable effect to your economy.
 

szmik

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single enforcer office is enough in my experience if pops are happy on their own, you could also launch anticrime campaign and get rid of the office eventually
 

Secret Master

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single enforcer office is enough in my experience if pops are happy on their own, you could also launch anticrime campaign and get rid of the office eventually

No, it is not when someone opens a criminal branch office on a planet with more than 25 POPs. The crime generated by the extra buildings attached the branch office can require either multiple precinct houses or a Psi Corps and a precinct house.

In fact, it seems like AI criminal mega corps love to build the buildings that produce the most crime, not necessarily the most value. They are enough of a nuisance that conquering or otherwise wiping out the criminal mega-corp is useful if you don't want to devote a larger percentage of your population to enforcement.

On the other hand, with no criminal mega corps, I rarely even need a precinct house or hall of justice. :confused:
 

Alastor

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I always build an enforcer building in all my worlds, its usually the 3rd or 4th building I build. It's not always necessary, I build it for RP reasons first and foremost, but it does work wonders in a bind. And yes one such building is enough to deal with a criminal branch, provided you didn't let crime go up at some point and there are no extra crime modifiers already present. In that case, it can get a bit more complicated to keep them in check.