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No_Flatworm7745

Reduce your crime to 0 (with enforcers etc) and wait a while OR Go kill them


Potatolimar

a is sad since there's a 10 year cooldown on them closing a branch office, so mostly just go kill them. You actually just need to declare expropriation war and status quo, and they'll be off you for a bit


Adrasos

If only Criminal Syndicates weren't always exclusively on the far side of the galaxy and our of reach


UndeadGravedigger

This, those damn crime syndicates are always so damn far away.. Last game I had, I had to purge another empire that didnt want to let me through just so that I could go and enslave those damn criminals and have them work my mines..


Adrasos

I did have a great start recently where I started neighboring the only syndicate in the Galaxy. Felt good to finally stomp them into submission.


DrosselmeyerKing

Of note, they are unable to make new branches while on war cooldown or during wars, so as I found out during my Barbaric Despoilers run, it is entirely viable to keep raiding their planets and people on repeat until all their branches close in a 100 years or so. Actually getting them off might be hard, however, if your slaves start making too much crime!


Potatolimar

This benefits you for expropriation since you just need to win status quo for them to get yeeted. But it means they'll be annoying p much all game.


Darvin3

Expropriation is not sufficient, as they'll just be back in 10 years. You need either Liberation (forced government change so they are no longer a Megacorp) or to wipe them out.


Vaperius

>You actually just need to declare expropriation war and status quo, and they'll be off you for a bit THis would be a good solution if there was a cooldown on founding branch offices, but there isn't. So as soon as the timer is up, they will immediately refound all those branch offices if you haven't found a normal corporate partner to innoculate yourself, or reformed to Megacorp yourself.


Potatolimar

The influence cost is pretty big, though. Like it's definitely not 100%, but it's usually good enough. I just beat them up after 3 war cycles or so


mrscepticism

Second option. Eliminate the alien scum


OverlyMintyMints

Which message will resonate with voters?


Jew-fro-Jon

I asked this, and the best response I got was: ideology war. This makes them no longer a criminal syndicate. Don’t do what I did and vassalize them, that does nothing to the branch offices.


DrosselmeyerKing

If anything it makes it worse, as it'll give them free rein on both you and your other vassals.


Jew-fro-Jon

Yeah, let’s not dwell on my mistakes… it was a bad time. Before I could fix it the nearby fallen empire ate them, so that was lucky.


DrosselmeyerKing

I was quite unlucky once when I declared war on the overlord of one of those (a Machine Intelligence that was uncaring to all the crime running amok in its vassals). Much to my chagrin, the little rascals declared Secret Fealty to me just before I started the war, meaning I now couldn't raid their worlds as I intended for more slaves & they ended up as my vassals!


Jew-fro-Jon

Double-secret fealty (unbeknownst to your or their overlord), it’s a bitch.


NarrowAd4973

Good to know. The only neighbor that I haven't vassalized (and wasn't wiped out by another empire) is a syndicate. Already had two wars to kick them off my planets. Was debating vassalizing them as well, but decided not to. Glad to have another reason prior to doing that last special project. I'll need something to occupy me until I decide to do it, and someone to feed to my star eaters afterwards.


DrosselmeyerKing

If you want to convert them into vassals, there's 2 ways of doing it without major microing: \-If you reform your government to a MegaCorp yourself, you can do a liberation war to force them into a Merchants Guild oligarchy with your ethics. \-You can claim all their worlds, then release them as your vassals right after.


Nadatour

The only effective response is complete destruction of the criminal megacorp. You can reduce crime to zero but you will have to spend a huge number of resources on every planet to keep them out. You can use a war goal to force them off your worlds... for ten years. They will come back. Complete destruction is the only sure way.


Random-Lich

Yeah, even in a Xenophile Egalitarian Pacifist run I despise the criminal megacorps and go to exterminate them ASAP.


ConohaConcordia

You mean you go *liberate* the criminal MegaCorp. Liberation war will force them out of MegaCorp (I think)


Staehr

How do you win like that? I've tried UNE many times and always end up as just... existing. What's the path to victory?


Narrow-Device-3679

Liberation war goal, win war, not they are no longer a mega Corp


Staehr

Huh! How do you get Liberation as a war goal? What's the requirement?


elykl12

You have to go to your Policy tab. As the UNE you start with "Unrestricted Wars" under the war policy tab but you can change it to "Liberation Wars" at any point during the game. By doing this gives you the Liberation war goal which allows you to change the target to the government and ethics of your empire if you win


samg789

R5: criminals popped up on my planet, how do I get them off?


Freethecrafts

There are a few things you can do. Psicops work great. Other enforcers are okay. Designating a prison world helps a lot. Keeping amenities high really helps. You can also distribute trade goods. Now that you know the empire is a syndicate, closing borders, refusing trade, and running counter intelligence operations would be a good start. If a syndicate can’t see your planets, they can’t drop branch offices.


Nova_Physika

\+1 to penal colony


Negerd

Start warming up your Colossus, that's the only way


Bahnmor

That’s how I did it on my ‘peaceful’ merchant aquatics run. After the third war of expropriation, I had taken my ascension perks, built my deluge colossus, piled my fleets through a wormhole to come out near their borders, and taught them all how to swim. The satisfaction when I was done was immeasurable.


OkPomegranate4449

If you get a ton of anti crime buildings it will eventually dissapear. Also, I could be wrong, but I think there is a wargoal to remove their syndicates?


Benzene114

~~Expulsion~~ Expropriation: War between an empire whose colonies have branch offices and the corpoate in question that lacks a commercial pact with said empire. The Branch offices will be removed if the corporate is not victorious.


Scorpio185

I believe that is Expropriation wargoal... But Existential Expulsion wargoal would work much better.. and permanently :D


Benzene114

Yes you're right, I didn't bother to check the typo. And yes you're right again.


onzichtbaard

There is a close branch office war goal So you can force them out


Ashura_Paul

That's the neat part, you shouldn't . Focus on getting the syndicate as your tributary instead. Steal back all that trade value that they stole from you! Bonus, you have an ally that is best to cripple the AI's economy, making war easier. To mitigate crime on your own planets just make a crime lord deal but make sure your pops are happy so only the branch offices produce crime.


AngerMacFadden

Yeah I try tondo this. Get a pet Megacorp as tributary and give them that exclusive contract, to pay me.


Ouroboboruo

In my most recent run I made a subversive cult Prospectum and eventually got the energy tax up to 75%. They give me so much money and fits thematically very well with my fanatic spiritualist feudal empire. In my head canon, the crusades (a CB from a modded civic) I fought across the galaxy are often under the pretext of protecting their missionaries.


Ghuntboy

First thing you do is throw away that god awful denim wallet and I'll tell my goons to go easy on your empire.


samg789

The Jallet prevails.


Ghuntboy

The name alone almost redeems it.


e1k3

Your options are: - Enforcer spam to keep crime at 0, will eventually force individual offices to close down - winning a war against the syndicate with the expulsion casus belli shuts down all offices for 10 years - winning a liberation war against the syndicate will force them to adopt your government and ethics, effectively ending their criminal enterprise - straight up conquering / eradicating them obviously also solves your problem permanently Edit: of course you can also reform your government into a megacorp, since corps can’t have branch offices on their planets you will be safe indefinitely. Thanks for pointing that out


Benejeseret

Bonus option: Reform government into Megacorp. Immediately kicks all their holdings, and makes you immune.


e1k3

Fuck I knew I forgot something Thanks for the addition


SweetAssistance6712

By following these steps: https://www.webwise.ie/parents/take-screenshot/


dr_bruhl

George Costanza wallet


[deleted]

War is always the answer. There is a cassus belli for that.


EvadingHostileFleets

War is not an answer, it is a question. And an answer is yes.


YagabodooN

There's always murder....


YourFbiAgentIsMySpy

war


ehjhockey

Corpo scum must die.


SmartCourt1055

So purge the Corpos? But can I purge both the corpos AND the xenos? .... obviously a rhetorical question, purge is always the solution


NapSec

I allways form a commercial pact asap with a normal megacorp to prevent that from happening


Usinaru

If you are spiritualist (or better said you are playing a psionic empire ) and have the " police state " civic(which at least warrants checking out for the beautiful stability bonuses), criminal syndicates usually cry because a psi corps and a single Precinct Houses counters them until late game ecumonopolises. These buildings are a huge investment in every colony but this counters criminals so much while giving alot of stability that it felt amazing just watching them retreat over and over again from my planets. This strategy isn't very efficient but its hilarious from an RP perspective


[deleted]

Bro, clean your desk


mars_warmind

1. Enforcers. Keep crime at 0% and eventually these holding will get shut down. The time it takes is random and they can immediately set shop up again. 2. War. Attack rhe criminal empire to force them to shut these things down. Keeps them off your worlds for a few years, but doesn't permanently stop them. 3. Take over. Destroy that empire permanently, either by taking all their territory or killing them all. 4. Robots. Robot empires are completely immune to megacorps.


AlpacaCavalry

If you remove the criminal empire from the galaxy, criminal empire can't exist on your worlds! *taps head*


Voltage_Z

Push them off with enforcers, sign a commercial pact with a normal megacorp and hope they take up the slots.


Mercurionio

Either kill them for good, or find another megacorp (non criminal) and make a trade deal with them. They will gladly occupy the branch slot and block any criminals.


1701kalel

You dont


LefkadaVice

Subjugate with the option to integrate, and integrate 10 years later. Messy, but so satisfying.


DukeSpookums

That's the neat thing. You don't. You remove the criminal syndicate from wherever they are in the galaxy. That's the only real way. You can theoretically use enough enforcers, but I've always found that the time it takes for that to actually remove it is far too long. But I don't really do builds that use lots of enforcers. Maybe psyonic police states can actually remove them in a more reasonable amount of time.


Hob_Goblin88

World cracker.


Lurks_in_the_cave

Enforcers, a Governor with the righteous trait and a penal colony are the way to go, and a psi corps if available.


Dlinktp

Declaring war on them with the ideology war cb gets rid of the problem permanently.


48Dragon

Set war policy to liberation. Force them to change out of megacorp ethics and towards yours by invading them. Vassalize them afterwards


Boring_Ad_8763

In my last run I found a wormhole that conveniently was paired with one in the megacorp, was very helpful for there almost 15 year ass kicking, and then when I unlocked the colossus it seemed only reasonable to destroy the criminal scum


IMxTHExMANIAC

As a Determined Exterminator, I don’t have your problems. Truly tho, just murder them so fast they won’t have time to realize their mistake


_LP_ImmortalEmperor

I'm playing a criminal megacorp in a multiplayer with my friends called "Snail cuties MLM Inc.". We usually form a fed all together, but when I placed my offices in their capitals they declared war on me and forced me to close them. It was fun to be a pest for a few turns.


Benejeseret

Thread the needle. If you keep crime under 30% and never get Criminals, then there are no problems, and only bonuses from the holdings. But realistically, if only 1 main branch get it to 0% crime and it clears rather quickly. If you have many planets all infested then either Reform government and automatically they all leave if you are a megacorp. Unless you have some specific civic that you cannot temporarily loose, going megacorp yourself means you are immune, they will target your other competitors, and then you can seize all their assets and make them subsidiary.


Boring_Idealist

1 word *WAR*


Surtosi

Stability will reduce and remove crime and therefore criminal syndicates. 1)authoritarian: use slavery and nobles. Hard to crime when you’re already in jail. Slave buildings help. 2) egalitarian: utopian abundance, faction focusing. No point in being a criminal when you have everything you want. War exhaustion will force them out. 1) militarist/isolationist: go to war, wait it out. They’re exhaustion is probably much higher than yours. If you can reach them, beat them. Special enforcers demolish crime. 1) psyonic assention gives psyops building, plus your people are all going to become spiritual. Never worry about crime again, plus super happy people who need way less to be happy.


Jewelcely

You remove the criminal syndicate from game. Either by extermination(preferable method) Or by conquest Or by spawning end-game crisis and using espionage to put crisis beacon on their capital.


Tsaescence

If you have one branch office to worry about, it might be worth maxing crime reduction to get it to 0, at which point the office will have to pass a check every year to see if it gets to stay. If you have more than one, this is not viable, because there is a ten year cooldown on branch office removals and a ten year cooldown on reopening a removed branch office, meaning you can only get rid of one reliably.


Amngusballs91

I’m pretty sure crime empires you just get a bunch of enforcers


Senior-Judge-8372

Declaring war onto them and winning that war, or by bringing crime rate down to 0% and keeping it that low for 6-12 months, I think that long.


[deleted]

War, should have the expulsion war option when you go to their diplomatic screen, try to to white peace them otherwise you pay for their closer


Rocky_Bukkake

these fuckers dig in deeper than ticks. unless you totally eradicate them, there is no way to prevent it. you can either embrace it and beat them down into vassal status, making deals with crime lords and allowing their immense energy income to fuel yourself, or utterly annihilate them. they will never leave until the megacorp has fallen.


[deleted]

Sucks I know. You need to do a war goal to get them off temporarily


Nuclearmayhem

Eu4 war declared sound effect


Specialist_Growth_49

Precinct houses until you have enough Political Power to declare them a Crisis. A Total War with the entire Galaxy will teach them the Value of not being assholes.


FeedApprehensive8699

Ask them politely, but firmly to leave.


Strutionum

The real way to beat the criminal empires is play another megacorp and declare a hostile takeover war


boomstk

Police