How to Get Rid of Criminal Underworld?

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Black_Shade

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So one of my "friendly" neighbours dropped his crime syndicate on my capital, which insta spawned a criminal underworld. Fast forward 5 years and the crime rate is 0 and the syndicate is removed. But the criminal underworld won't go away- it says it only generates a criminal job every 33 crime, but my crime rate is zero and he's still here. I've tried shipping off that pop to other planets but that hasn't helped either.
 

Ramiel

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Too late now, but check the tooltip again. The 'Criminal Underworld' generates one criminal job at base plus one for every 33 crime on the planet. And yeah, far as I know only way to get rid of the modifier is to get the syndicate office shut down somehow.
 

Michael Kim

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events/crime_events.txt line 666 (very appropriate..)

Code:
# Criminal Underworld Disappears (Low Crime)
planet_event = {
    id = crime.41
    title = crime.41.name
    desc = {
        trigger = {
            owner = {
                NOT = { has_ethic = ethic_gestalt_consciousness }
            }
        }
        text = crime.41.desc
    }
    desc = {
        trigger = {
            owner = { has_authority = auth_hive_mind }
        }
        text = crime.41.b.desc
    }
    desc = {
        trigger = {
            owner = { has_authority = auth_machine_intelligence }
        }
        text = crime.41.c.desc
    }
    picture = {
        trigger = {
            owner = {
                NOT = { has_ethic = ethic_gestalt_consciousness }
            }
        }
        picture = GFX_evt_dark_alley
    }
    picture = {
        trigger = {
            owner = { has_authority = auth_hive_mind }
        }
        picture = GFX_evt_hive_mind
    }
    picture = {
        trigger = {
            owner = { has_authority = auth_machine_intelligence }
        }
        picture = GFX_evt_circuitry_modification
    }
    show_sound = event_cityscape
    location = root

    trigger = {
        has_owner = yes
        owner = { is_country_type = default }
        OR = {
            has_modifier = criminal_underworld
            has_modifier = drone_deviancy
            has_modifier = drone_corruption
            has_modifier = gang_wars
            has_modifier = center_of_drug_trade
            has_modifier = mob_rule
        }
        NOT = { has_planet_flag = criminal_underworld_appeared } # Cooldown
        num_pops > 0
        planet_crime <= 10
    }

    mean_time_to_happen = {
        months = 180

        modifier = {
            factor = 0.5
            count_pops = {
                limit = {
                    OR = {
                        has_job = enforcer
                        has_job = coordinator
                        has_job = synapse_drone
                        has_job = patrol_drone
                    }
                }
                count > 2
            }
        }
        modifier = {
            factor = 0.5
            count_pops = {
                limit = {
                    OR = {
                        has_job = enforcer
                        has_job = coordinator
                        has_job = synapse_drone
                        has_job = patrol_drone
                    }
                }
                count > 3
            }
        }
        modifier = {
            factor = 0.5
            count_pops = {
                limit = {
                    OR = {
                        has_job = enforcer
                        has_job = coordinator
                        has_job = synapse_drone
                        has_job = patrol_drone
                    }
                }
                count > 4
            }
        }   
    }
    
    option = {
        name = GOOD
        trigger = {
            owner = {
                NOT = { has_ethic = ethic_gestalt_consciousness }
            }
        }
        if = {
            limit = { has_modifier = criminal_underworld }
            remove_modifier = criminal_underworld
        }
        if = {
            limit = { has_modifier = gang_wars }
            remove_modifier = gang_wars
        }
        if = {
            limit = { has_modifier = center_of_drug_trade }
            remove_modifier = center_of_drug_trade
        }
        if = {
            limit = { has_modifier = mob_rule }
            remove_modifier = mob_rule
        }
        if = {
            limit = { has_modifier = bribed_officials }
            remove_modifier = bribed_officials
        }
        if = {
            limit = { has_modifier = substance_abuse }
            remove_modifier = substance_abuse
        }
        if = {
            limit = { has_modifier = smuggler_activity }
            remove_modifier = smuggler_activity
        }
        if = {
            limit = { has_modifier = crime_wave }
            remove_modifier = crime_wave
        }
        if = {
            limit = { has_modifier = cartel_war }
            remove_modifier = cartel_war
        }
        if = {
            limit = { has_modifier = protection_racket }
            remove_modifier = protection_racket
        }
        if = {
            limit = { has_modifier = corrupt_administration }
            remove_modifier = corrupt_administration
        }
        if = {
            limit = { has_modifier = trade_pilfering }
            remove_modifier = trade_pilfering
        }
        hidden_effect = {
            set_timed_planet_flag = { flag = criminal_underworld_disappeared days = 3600 }
        }
    }
    option = {
        name = GOOD
        trigger = {
            owner = { has_authority = auth_hive_mind }
        }
        if = {
            limit = { has_modifier = drone_deviancy }
            remove_modifier = drone_deviancy
        }
        if = {
            limit = { has_modifier = deviant_interference }
            remove_modifier = deviant_interference
        }
        hidden_effect = {
            set_timed_planet_flag = { flag = criminal_underworld_disappeared days = 3600 }
        }
    }
    option = {
        name = GOOD
        trigger = {
            owner = { has_authority = auth_machine_intelligence }
        }
        if = {
            limit = { has_modifier = drone_corruption }
            remove_modifier = drone_corruption
        }
        if = {
            limit = { has_modifier = drone_signal_interference }
            remove_modifier = drone_signal_interference
        }
        hidden_effect = {
            set_timed_planet_flag = { flag = criminal_underworld_disappeared days = 3600 }
        }
    }
}

So the MTTH is 180 months (15 years, duh), but you can accelerate by having a lot of enforcer jobs. It will reduce to 90 if you have more than 2 (i.e. at least 3), 45 if you have more than 3, and 22.5 is you have more than 4.
 
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Ex Mudder

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Mine escalated to mob rule within a year, despite 3 enforcers, 0 crime, and having already shut down the branch office.
 

phonixor

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eeugh all those events don't check for current crime levels., only for if you have criminal_underworld already :(

to trigger the removal event by console

- select the planet
- go to console "`" key .. thats the ~ key...
- then type "event crime.41"

always save before doing silly stuff...
 

Althizor

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The decision that increases enforcer upkeep to make them more effective should reduce the time to clear the modifier as well. I was putting that on any planet that had a criminal underworld thinking it was helping.

In general the game could communicate better that having 0% crime doesn't necessarily mean you are done fighting crime.
 

Slynx

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there were even a change in the latest patch where they made a cooldown before removal longer (from 1 day to 1 year with low crime)
else Criminal corp were almost unplayable. there were no way to establish office on a developed world (even enforcers from the main buildings were enough) while also no way to establish it on new worlds (they get 1st enforcer on 10 pops, while you get the 1st building on 25)
 

Chthon

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The decision that increases enforcer upkeep to make them more effective should reduce the time to clear the modifier as well. I was putting that on any planet that had a criminal underworld thinking it was helping.

In general the game could communicate better that having 0% crime doesn't necessarily mean you are done fighting crime.
I disagree. A planetary administration alone has 2 enforcers. Planetary capital has 3. If you want the maximum speed to remove it, you need to build a single precinct house in addition to either.

Your suggestion would simply mean that no action is ever needed, which isn't game play.
 

Althizor

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I disagree. A planetary administration alone has 2 enforcers. Planetary capital has 3. If you want the maximum speed to remove it, you need to build a single precinct house in addition to either.

Your suggestion would simply mean that no action is ever needed, which isn't game play.

What do you mean? My suggestion was that they make the crime fighting planetary decision a factor in removal and for the game to make it more clear that having 0% crime isn't the end of things.
 

Chthon

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What do you mean? My suggestion was that they make the crime fighting planetary decision a factor in removal and for the game to make it more clear that having 0% crime isn't the end of things.
Well, I like the way it is, where you can't have a criminal underworld if you don't have crime. However, the tool-tip should suggest something along those lines, and the effect shouldn't spawn effects if the enforcement is too strict.

I.e. if a smuggling operation wouldn't even be able to raise crime above 0%, then don't try to spawn one.
 

wormasc

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So one of my "friendly" neighbours dropped his crime syndicate on my capital, which insta spawned a criminal underworld. Fast forward 5 years and the crime rate is 0 and the syndicate is removed. But the criminal underworld won't go away- it says it only generates a criminal job every 33 crime, but my crime rate is zero and he's still here. I've tried shipping off that pop to other planets but that hasn't helped either.

I'm pretty sure it's 1 criminal plus one per 33 crime, hence why you have the one still
 

Gyrvendal

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Honestly there is almost no downside to making a deal with the crime lords. That's what I usually do when a criminal megacorps open an office. You turn off all enforcer jobs, they become criminals instead (so overall you don't lose much) and get a nifty +10 to stability. There are no more negative events, everything is pretty peachy.