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scarfacemperor

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Hello,

One thing that is strange with the Megacorp expansion, is the behaviour of criminals empire. When establishing a criminal business on another empire, they do not take relative strength in consideration, despite it giving a casus belli to expell their mafia business. The result is, to keep crime low on my planets, I start a war (super easy to win since they are pathetic) to get rid of crime on my planets. And once the truce is over, they open their mafia business again. And the cycle continues... this criminal empire doesn't realise that all it does it getting them into an unwinnable war every single time.

Is there any way, other than exterminating this empire (I could use my colossus but goodbye friendly relations with neighbours...) or annexing them (administrative limit...), of making them stop making crime on my planets ?
 

impspy

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How about vassalization? I don't know if this actually work, but worth to check.
The best policy when dealing with troublesome neighbors. Even if their planets all rebel and turn into mini states they usually don't have the same ethics.

Maybe its because I play Authoritarian militarists but I love the disrespect of shattering my rivals CK2-style :p
 

stumason

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Just annex them anyway and sod the admin cap, it's not as bad as some people seem to think. It's always been in the game anyway, just called something else and we all survived.

You can quite happily go quite some way over your admin cap and not suffer to much.
 

Namfuak

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If you don't have any sectors that would expand over their planets, you could also annex them and immediately release as a vassal, and just dismantle any outposts that are left over.
 

RoverStorm

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Criminal Empires themselves should probably be fixed before discussing their AI. The "correct" way to play a criminal empire is to wait until the AI has 75 pops on a target planet and has filled all their building slots. Since the AI almost never replace buildings, they won't respond with "spam precincts" like if they had a building slot left. Meaning it's a completely safe (if you can avoid the wars) branch office that provides a lot of resources and occasionally disrupts their planet (although I'll be honest: sometimes the bonuses are worth the crime. The worst I've seen crime do is cause -20 stability, or baring that -20% trade if you get gang wars modifier. Otherwise the branch offices provide some solid bonuses).

Criminal heritage is a fun concept at the moment, but really kinda meme y and clearly was only tested in MP.