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Stellaris criminal syndicate guide

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  • Reply. As you experienced, white peace closes the branch office, with a partial compensation of energy. May 28, 2019 · Active Wikis. I declare war to kick them out. Criminal Syndicates can build Branch Offices on anyone they have enough Intel on. The focus this time around is on economy and trade, with the inclusion of the titular . Potential later game research to increase crime caused by branch offices Subjugate empires who don't like you or who are weak. I grew and grew and grew upward but alas, I couldn't functionally win without The upkeep is theirs. Now I got this funny situation A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. This lets you build branch offices everywhere. Criminal Syndicate Megacorps have seen some changes in Stellaris 3. if the target empire builds crime-reducing jobs, the criminal offices have very low value. Be Fanatic Xenophile. If the pop up box shows that the multiplier is 0. Crime Pays. iknownothingyo • 3 yr. 2 and beyond) Question. Aaand now that the transition is complete, I get to see one of the ugly sides of Stellaris. yes, I am that guy im here too tell/teach you how ive plagued the stellaris multiplayer ever since megacorp launched. 4. A criminal enterprise could theoretically grow strong enough to supplant the state, just as any other Megacorp could. #1. Content is available under Attribution-ShareAlike 3. Stellaris Criminal Syndicate Guide 3 3 takes a turn for the worse. 5, it means crime rate on the planet [UPDATED GILDED SWORDS PLAYTHROUGH]Hey all, Welcome in to a brand new playthrough as the Gilded Swords. Members Online Criminal Syndicate Idea Dec 6, 2018 · Stellaris: MegaCorp is the latest expansion for Paradox Interactive’s grand strategy game in space. Also make plently of empires that aren’t mega corps and set them to guaranteed spawn. 0, some for the better, some for worse. People generally don't want you to exist. Ugh, dealing with those criminal syndicates is just a pain. Conquered the galaxy but I only control about 15-20 systems with a handful of planets and upgraded habitats. The random closure probably wasn't your empire. World Encyclopedia of Organized Crime is an excursion into the underworld that uncovers the international scope—and historical roots—of today's organized crime. Overall though this is a good guide. straga27. •. If you can do it with < 4 buildings, you can put in an executive retreat or lower crime buildings. A criminal syndicate doesn’t tend to have crime within its borders. Legacy Wikis. If one war doesn't quite destroy them, two should do the trick. Megacorps can make Commercial Pacts and place Branch Offices on Primitive worlds, but they need to reveal themselves first. 11. #2. this means less earnings from your branches. Criminal Syndicate (version 3. I'm pretty sure the criminal trade value malus specifically does not apply to criminal syndicate branch offices income calculations. The only downside is that a planetary modifier may appear that can generate up to 4 criminal jobs (+1 basic, and +1 for every %33 of criminality on the planet) and, of course, the criminals from the Criminal Syndicate. After building one, declare total war on the criminal empire and wipe out every planet they own. Advice Wanted. If you keep crime at 0 for a long time, some of their Branch Offices may close but the problem is that it is limited to one every 10 years closing that is randomly selected and includes not only yours but all other Empires that the Criminal Syndicate has Branch Offices on. 8. The final and permanent solution to space bandits is to destroy them. I will be covering how criminal herita Criminal Raid added. I do not pick thrifty or merchant tradition and instead go for energy as normal. My economy went from +300 energy/month to -600/m, almost 1K in difference 🤯. In singleplayer, Criminal Syndicate is a handicap civic; it's literally better not to take a civic at all than to take Criminal Syndicate. They cannot be built by empires with the Criminal Heritage civic, which have a separate set of buildings (see below). Diplomacy with criminal syndicates is extremely annoying. In my current game i have a criminal syndicate as my neighbour. The vassal under the exact same terms with exactly the same systems only contributes 200/m instead of 640/m before. Building a Colossus weapon is the easiest way to get one of those. The setup: Terkardian Utopia New Spy Operations designed to keep crime up on branch office worlds, maybe keep it at 1% at the lowest so it stays. The newly formed unit embodies the heart and soul of the Rebellion: ragtag, resourceful, scrappy, and emboldened by their most audacious victory in decades. Once anyone closes a branch office of a particular syndicate, no one can Feb 23, 2023 · A key point of Criminal Syndicate gameplay comes from how you deal with your initial wars. 9. the game seems to make the war to expel branches of there overlord, which is A) pointless as they aren't a megacorp and B Jun 5, 2024 · Corporate holdings are mutually beneficial, giving a resource or empire-wide bonus to the Corporate empire and a planet-based bonus or jobs to the Branch Office world. If they refuse try to slowly make their taxes worse and worse and then finally stop the taxes in exchange for integration. Dec 15, 2020 · Declare war and eliminate crime syndicate. Still, they drew my attention. This "once per 10 years" Edict will allow a Criminal Sytndicate to launch a massive criminal campaign accross the whole Galaxy. ADMIN MOD. Genocidal empires are balanced by always being hated, but the whole point of a syndicate is the veneer of legitimacy. Corporate buildings provide jobs that you benefit from (though not so much with criminal syndicates. Jump to latest Follow Reply. i have upgraded police stations with the war on crime. Aug 8, 2022 · Shinobi273 Aug 8, 2022 @ 7:00pm. If that doesn't sound great to you, you can give up a building slot for a permanent enforcer building. Not a month later, they reopen again, completely defeating the purpose of an expropriation war. Tutorial. Optional spiritualist ethic and gospel of the masses and free traders civics to maximize profits. Kebukai37. Yes, it bites the hand that feeds it. May 9, 2024 · Modding, or creating mods, is the act of modifying the behavior of the base game (often referred to as vanilla ), either for personal use, or to release publicly to other players, for instance via the Steam Workshop . As a criminal syndicate, the amount of credits earned is affected by crime rate via a multiplier. What is no issue because both my stability and happiness are about 100%. The branch office closure is 1 random branch every 10 years across the megacorp's holdings. 1. You can get rid of criminal branch offices in Stellaris by reducing crime to zero, the expel corporation war goal, and wiping out the criminal syndicate. Try to discover as many empires as possible by trading for communications. You will be wanting for influence for more branch offices the entire game. Age of Wonders 4Empire of SinCities: Skylines 2Crusader Kings 3Europa Universalis 4Hearts of Iron 4Hunter: The ReckoningImperator: RomeMillenniaPrison ArchitectStellarisSurviving MarsSurviving the AftermathWerewolf: the ApocalypseVampire: The MasqueradeVictoria 3. There are two type of holdings: Overlord Holding and Branch Office. Friend the syndicate but put up stiff resistance against their crime. This article is for the PC version of Stellaris only. Strongly recommend against taking this unless you're skilled enough to play with this civic holding you back. . And you say that "it's technically better than leaving them as clerks" well that is often what the AI would do with them! Criminal Syndicates need to work like the Hutt Cartel in SW. This was originally coined as the opposite of an aristocracy (whose Sep 29, 2020 · Maybe some buildings like the pirate free heaven or the criminal syndicate spawn stronger armies with their unique jobs Idk sounds cool. Gonna try again in 3. Megacorp OP Build. Your branch offices produce and benefit from crime. By giving them a terrible deal they will take slightly less terrible deal you actually want. 4 if they fix that one, which I hope they will because it would be nice for Criminal Syndicate empires to be playable, like, at all. Just make lots of crime deals for roleplay. Mix of tributaries and allies making up the Empire. Originally posted by Ryika: Negotiate a deal with the crime lord on the planet once crime is above 10. Make sure to build it on a planet with high population or potential for it, so that you can unlock the I learned stellaris by watching others play, it might be a bit outdated but Many A True Nerd’s stellaris criminal syndicate run really helped hammer down the basics of how to play for me Reply reply One suggestion would be to note the anti-synergy between armor/shield piercing weapons (missiles, disrupters, etc. The Snow Independently Published 'House of M' has changed the world forever. OR. Plus, if you can't quite win the war, you'll still carve off a significant piece of their territory away from them. I got a criminal syndicate federation as neighbours. SpaceViking. Five enforcers is enough to shut down any and all crime a syndicate can give you. Key ethics: Fanatic XenophileKey traditions: Diplomacy, Subterfuge. Jan 10, 2023 · Unfortunately, there are no good syndicate builds. Declare war on them and force them out with the associated caesus belli. You can only have one church in a branch office. Then I win. ) They get monthly resources and the like. Late game it's easy to get 1k extra naval capacity from private mercenary company buildings in all your branch offices. If you play as a criminal empire in a multiplayer lobby, you are a bad person, and you should feel bad, too. The above is all more or less true for gestalts too. As with all grand strategy games from Paradox, Stellaris features a large number of mechanics and systems, which can feel Apr 13, 2022 · HappySack Apr 13, 2022 @ 11:55am. I prefer a Scientology build where you combine it with Gospel of the Masses so you end up getting massive amounts of energy as soon as the game starts. its -70 to their +200. Tldr; if you are a megacorp and have a commercial pact, go to the corporate panel of the planet management menu of a planet from the empire you are in the pact with and pay 1000 energy credits and 50 influence to establish a branch office. The issue is when I declared an expel branch war against them it didn't work. This mod also tweaks a couple of peripheral civics: Police State, and Criminal Syndicate Criminal syndicate and their branch offices. The exxxtra crime rise and having to dedicate up to 3 slots to compensate for that (stronghold and 2 enforcers slots) is really ♥♥♥♥♥♥♥ me up. Feb 13, 2023 · One System controlled by one dumb dumb begins It's journey to face off against the x25 crisis a full 75 years earlier than the standard! How can one little s Stellaris Criminal Syndicate Guide 5 5 mysterious Shadow Wing, a lethal force of TIE fighters exacting bloody, reckless vengeance in the twilight of their reign. Jun 10, 2024 · At least some were last verified for version 3. that's one of their advantages. With fanatic spiritualist and xenophile ethics (for the trade value and envoy), and Void Dweller since habitats can have trade districts. The best way to do this is with a total war Casus Belli. Find out exactly how things have changed as a group of mutants brought together by this common tragedy must fight together What they need to do is do away with that ‘once per ten years for the whole syndicate’ timer for law enforcement closing branches. Which should make playing a criminal syndicate from the Megacorp DLC much more viable. The idea is that, where a regular megacorp makes itself stronger through its branch offices, a criminal syndicate instead makes others weaker, and gains an advantage through that. A number of the provided designs mix the two types to a large degree, reducing their overall effectiveness. 8. AI can shut down your criminal branch offices if they get crime to 0 on those planets. You should either bump up all of your colonies precincts or a psicorp to 0 crime to just live with it, become a megacorp yourself, or wipe them out. • 2 yr. Criminal syndicates can be a hassle but won't usually cripple you or anything. in this playthrough we will try to casue as much havo May 12, 2022 · This page was last edited on 12 May 2022, at 18:05. A parasitic symbiote that raises crime in exchange for a boost in the planet's productivity as well as stealing a % of the productivity. It's in the tooltip for each of their buildings. In the long run, I think that a few criminals with higger balance are better than lower balance and, maybe, some unemployment. Uncertain, would have to test. branch offices cost the same energy and influence but don't require commercial pacts, however 2. Trade Federation is still strong with their special trade policy for CG and unity. While the AI may be loyal to you, they'd still need to get their Credits and because you're close to them (location wise) it would be cheaper for the Syndicate to build on then the United Ecytion Technocracy on the other half of the galaxy. May 19, 2022 · Stopping criminal syndicates. Jun 14, 2021 · Well, Crime Syndicates don't need commercial pacts so aren't absolutely gutted by becoming a vassal. Gospel of the Masses adds the unique Church of Prosperity building to either the criminal set or the normal set. As far as I understand it, crime has been fixed, and so has the AI when it comes to crime, since patch 3. ) and non-piercing weapons (kinetics, lasers, etc. After some time they will either shut down the branch office due to not making money, or they will go bankrupt, by which time either you or another empire could attack the syndicate empire and destroy it. Common buildings. Stellaris Criminal Syndicate Guide 3 3 crime has been marked by intimidation, corruption, and murder. Going to war with them does not work, having 0 crime doesn't Hey thanks for the detailed guide. Knights of the Toxic God -- spoiler-free guide ver. This makes it less effective than most other Megacorp civics. Sep 20, 2021 · Any advice from pros on how to deal with them? With the criminal syndicates in particular. 12) of the game. The best way to play a criminal syndicate is to be in multiplayer, AI spams precincts whenever there's crime shutting down the branch offices quickly where an actual player might tolerate you, otherwise you're going to want a strong fleet and a good energy surplus (so it's just normal stellaris). 0 unless otherwise noted. ago. ; About Stellaris Wiki; Mobile view Apr 3, 2023 · Empire build that specializes in building and managing "Branch Offices" across the galaxy. Because a number of gameplay mechanics in the Knights of the Toxic God origin are obscure or difficult to grasp, I wanted to write a guide for players who have never played it before, as well as returning players who'd like to learn about the changes in recent May 16, 2021 · I find that criminal syndicate offers a lot of interesting choices all game long and requires to be much more proactive than a peaceful mega-corps. Brilliantly catalogued by the dean of American true-crime writers, Jay Robert Criminal Syndicate is getting buffed in First Contact: Criminal Syndicate itself will give you +1 Cloaking Level, which can be substantial as Cloaking is so dependent on breakpoints to be effective. So a criminal syndicate is doing its job and has a couple of branches open on my planets. They likely did once on the planet, but once they took over, they have free reign to rule over it. At most once per 10 years, a criminal syndicate branch office can be forced to close for having 0 crime on the planet. Once you can get out to them you can just declare a liberation war which will reform their government to something else, but until then you just have to take it. As far as I can tell, the AI always immediately responds by building a new enforcer building. Planet effects. Jul 27, 2019 · In vanilla Stellaris, Enforcers are almost too good at their jobs; now achieving a crimeless utopia requires a reasonable investment of buildings, resources, and pops. Criminal heritage is a karma trap. The key is to have a bunch of anti crime stuff, or just be a corporation yourself. May 19, 2022. Now, from the ashes of this cataclysmic event comes a new generation - Generation M. But going from underdog Jan 18, 2019 · Stellaris: MegaCorp Criminal Syndicate-Episode 9 We Establish A Branch OfficeStellaris is a 4X grand strategy video game developed and published by Paradox I Max crime output where necessary. The downside here is it costs a building slot and more pops being enforcers than you'd lose to criminal jobs, but if you just want your crime meter to read zero Oct 30, 2023 · I'm always on Discord: https://discord. reduce crime. I tried this out and it was a fun challenge until I ran into the "Fallen Empires continuously punch you in the face if you have Branch Offices at all" bug. The first one established a branch office I closed it with 0% crime, but instantly the second one established another branch office, okay then I will close this one too, I thought to myself. But it feeds on the bites provided to it, too. If I'm remembering correctly, they earn 50% more energy if crime is 100, 50% less if crime is 0 (as well as eventual removal), and the same if crime is 50. I think thrifty is necessary for megacorps, but not criminals. I treat them as a spy race, and prefer teachers of the shroud. Done correctly the criminal will be your friend feed off the more pathetic empires and give you lots of energy to trade for your complex resource. Is there some way using the new overlord mechanics that I can stop a criminal syndicate that keeps building criminal holdings on my worlds? I defeated them Jun 5, 2024 · This article has been verified for the current PC version (3. There are only two good ways to deal with a criminal syndicate A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Long answer: Noooooooooo. For crime caused by criminal syndicates, just keep the crime low, and the syndicate empire would loose profit from this planet. You can put branch offices without a commercial pact. And it Dec 27, 2021 · Playing with inward perfection (auth, phobe, peaceful), one of my neighbours started as a criminal syndicate and opened a few drug labs. Impose Ideology will wipe the syndicate off the map, replacing them with an oligarchic merchant guild. Two reasons. Apr 21, 2017 · This guide will go over the effects and aftereffects of every ethic, trait, origin, civic to think about when creating your empire, as well as every tradition, and ascension perk choice when playing the game in Stellaris. they fixed the issues from the start of the update dont worry. Stellaris criminal syndicate guide Alright, 3rd time is a charm. Trade League is best if you're setting it up early, Hegemony is best if Criminal syndicate is a good idea and a plausible trope, but theres no way to make it good gameplay. The amount is definitely not negligible; its based on the Criminal syndicates don't need commercial pacts to open branch offices, and in fact can't have commercial pacts. Check out my home page, smash that join button, and become a member! Or j Open border, expand your territory to lower influence fees for branches in other empires, and build up your fleet to defend yourself because maybe AI will attack you for a criminal branch. Dec 10, 2023 · One more thing. Crime Syndicates need a passive debuff on their own empires and mega buff branches and diplomacy with other empires. Please for the love of God some helps me. If I don't mod them out, and one of those troublemakers shows up in my game, you can bet I'm headed 2 Stellaris Criminal Syndicate Guide 2023-08-11 his powers. Holding. 2. Overlord Holdings. Oct 14, 2022 · 5. They close down. Set after Return of the Jedi, Alphabet Squadron follows a unique team, each flying a different class of starfighter Forcing them to close by reducing crime to zero is not viable as a primary strategy because there's a hard limit of 1 branch office closed that way per 10 years, galaxy-wide for each criminal syndicate. ). This refers to the type of branch buildings. As you may know (but probably don't) I've been giving Criminal Syndicates a whirl. All their branch offices will close. Make it an annual check with a trigger that only applies with a 0% crime rate, or requires a decision that specifically involves purging criminal organisations, instead of the vague anti-crime measures. Holdings. Dec 14, 2018 · 4) planting a crime branch depresses the growth of planets in them. Mar 9, 2021 · on my first nemesis ironman i am playing super tall voidborne federaion builders and this was the only way i could get the criminal syndicate and the very last imperial holdouts to join up. All empires which have a branch office owned by the syndicate will suffer a temporary criminal increase unless they bribe the said Syndicate for Energy Credits. A Holding represents an area on a world that is owned by an empire other than the world's owner. This may or may not already be a known strategy, but here's my personal guide to a completely overpowered Megacorp build. The fact AI will eventually spam enforcers thereby closing down your branches forces you to constantly be on the lookout for new opportunities. Question about vassal criminal syndicate. Darvin3. Kakistocracy - rule by the stupid, unqualified, incompetent. Eventully it'll be removed overtime once an event pops up. Criminal Heritage replaces buildings. If the crime on the planet is higher that 50, Criminal Syndicate empire branch offices generate more energy than regular Megacorps. Over the years they opened up more than a dozen branch offices forcing me to build precinct houses/halls of judgement and use the anti crime campaign decisions everywhere while I could have well used the influence and the building slots for other things. Mar 26, 2022 · Koopa Mar 26, 2022 @ 7:04pm. This is usually higher, and closer to 9, when stability modifiers are calculated in from excess amenities and living standards. Dec 10, 2023 · Wipe Out the Criminal Heritage. 4. Criminal syndicates and megacorps are great at generating so much energy they actually tend to push the cost of alloys, goods So the last round I encountered a criminal syndicate AI for the first time. Thing is, I've really tried, but for the life of me I can't figure out how to play it well. Unique buildings. 75 TV per clerk. The 10 years cooldown is separate for each syndicate, but is galaxy-wide. The bonuses to the host planet generally are not worth the increase in crime, and it's much better to get a non-criminal megacorp to build branch offices on your planets. You'll love reading about Lilly's early adventures in the Watch, because who doesn't like a good, fast-paced story that reminds 2 Stellaris Criminal Syndicate Guide 2023-11-19 pilots! On the brink of victory in a brutal war, five New Republic pilots transform from hunted to hunters in this epic Star Wars adventure. Stellaris is an evolution of the grand strategy genre with science fiction and space exploration as its core premises. Nexusgamer8472. Reply reply. 0 because you can't create branch offices without sufficient intel and that takes a long time and is limited by # of envoys. Apr 3, 2021 · Something this update coming for stellaris desperately needs is a major buff to criminal branch offices. Criminal Syndicates are absolute scumbags. She's not a kid anymore, and Lilly is going to have to learn that in order to maintain her sanity, she needs to establish a healthy work-death balance. 3. But in gameplay, all it amounts to is forcing everyone else to build otherwise useless crime buildings to counter them. Unfortunately there's not a lot you can do about criminal syndicates on the other side of the galaxy. • 5 yr. Because their mechanics simply make them a downgrade over real megacorps: 1. (playing an FE kind of build, incredibly limited territory Remnants) I know you can have them removed by having 0 crime and high stability. If you have both Criminal Heritage and Gospel of the Masses you could have one church and up to three criminal buildings in a branch office. So I started a liberation war, and as the war went on I changed my authoritarian ethic for peaceful+. Why do criminal syndicates not get Hostile Takeover causus belli? The technical answer is because they don't get commercial pacts. The game's AI HATES crime and does everything in its power to eliminate it on any planet, meaning that as a criminal heritage megacorp, you're going to be fighting a constant uphill battle keeping your branch offices open. And i have about 1300 hours of playing criminal syndicate in multiplayer lobbies, including competetive, tournaments, RP, no rules and streams. 5) crime can easily be reduced to 0 by your rivals with a few enforcer buildings. so hold on too your credits, post *your mom* in chat and lets get going! The quickest and cheapest way (but not the best) is to hover over the credits in the corporate tab to show a pop up box on how the amount of credits is affected. gg/4usq8Z7 Join and help build the community. 6. Trade is also weaker now, and Criminal Syndicate are weaker at trade. Ideally you want 100%. Mistfox Mar 26, 2022 @ 7:13pm. MOD. Typically I use Smugglers Port, Syndicate Front Technically not a legitimate government type since politicians in this case are usually acting outside the law, but in Stellaris you can literally be a criminal syndicate. Can't have hostile takeover without a commercial pact. I like the edgyness and reminds me of the time when shadow the hedge hog started cutting his wrist because pain is the only thing he can feel ever since he lost his parents to the rival ehinka clan. Crime Syndicate Strategies I was wondering if anyone had any strategies for being a successful criminal syndicate -- IE, having permanent, or at least long-lasting branch offices. You might need to rush Unyielding at least 2nd to keep them at bay on some higher difficulties, at least until you can get your shipyards pumping. Me, being the local authoritarian military bully, decided to wage war to oust their outposts on my planets. Many of the things here apply to other play stiles as well, but this is the one I have nailed down, so I feel comfortable enough to actually write a guide. Gives +10 Stability and immunity to most crime-related events. Your options for dealing with a criminal syndicate are: Deal with the crime. It promises a playstyle with the sole aim in the game of annoying others but instead you get punished for chosing it as a civic and suffer more from it than your victims. But am fairly sure. The delete your empire kind of federation, it's super OP. Planet capital. I am bordering 3 criminal Megacorops and I am non stop being bombarded by their offices. I would have needed several to claim everything they had. As with all Paradox games, Stellaris is moddable to a great extent. You can role play being your own brand of the trade Federation from the Star Wars prequels just out to mess up the galaxy for money. If only it took just one war. Sep 14, 2023 · Stellaris Criminal syndicate tips Recently started playing as a criminal PMC. this is stupid. DrwHem Mar 26, 2022 @ 7:34pm. Whenever a branch office is closed this way, for the next 10 years the rest of that syndicate's branch offices are immune to it. Megacorp/syndicate playstyle seems harder in 3. Maybe even the Mercenary Liaison Office can spawn those armies and get a unique job like “mercenary force” (also normal branch offices could serve as a legal migration treaty with the planet they are in The minimum/baseline early-game trade build is going to have +40% TV modifier- 20% from the Mercantile tradition, and 20% from Urban world designation- for 8. Criminal syndicate is BS. Buildings. com] made by Short answer: No. In previous versions of the game, if the megacorp won an expropriation war then it would subjugate the attacker, which that syndicates could play weak (not Jan 1, 2019 · Yeah criminal syndicates don't follow the commercial pact rule. 0. Instantly the same criminal syndicate, that established I play Criminals a bit differently. To help people a bit, here is a little guide about the one thing I know how to do in Stellaris: Playing a Fanatic Pacifist empire. First one was a FanPac Subversive Sex Cult which was a hoot with the Gene Modification Ascension Perks. Start with +40 or +50 crime buildings, and see where that puts the crime level on the planets. After a while the branch will die off without crime to sustain it. As far as I know, the only solution to getting rid of their branch offices (without having to wait for the AI) is to conquer the other criminals yourself. paradoxplaza. Do anything that reduces crime. 85. The difference is the business conducted and products sold. This guide is heavily inspired by the Beginner's Guide to Ethics, Traits, and Governments [forum. Award. its such a easy thing to counter and all AI do when they get one is spam precinct houses it just makes the civic nearly unplayable, even worst you have megachurches which is a fun civic to have but useless if your a crime syndicate when it Dec 20, 2023 · A criminal syndicate for a vassal is like having a grumpy carnivorous pet to feed your enemies to. good if you plan to invade a weakened neighbor and turn them into a subsidiary, bad if you want to get buildings. In practical application, it doesn't work very well, and is one of the more difficult playstyles with very little to show for it. However, after the five year truce is up they just happily replant their criminal branches on my planets. Explanation, they got branch offices on me. If they can just reopen the goddamn branch office, then by all means I should'nt have to wait out a My favorite way to deal with criminal syndicates is to integrate them. DURING the war :D. nk qy xm gp ao ny jd hd ab oy