
Criminal
Criminal is a criminal job in Stellaris 4.5.2. 12 buildings and districts add it, among them Bio-Reprocessing Plants, Concealed Drug Labs and Corporate Clinic.
What a Criminal produces
Per 100 jobs filled, before modifiers. Variants that only some empires or worlds get open with their condition.
No resource cost or output in the files.
Where Criminals come from
Every building, district and zone whose job modifiers add this job. Zones add their amount for every district they sit on.
Bio-Reprocessing PlantsBuilding · 100 jobs (varies by empire)
Concealed Drug LabsBuilding · 100 jobs (varies by empire)
Corporate ClinicBuilding · 100 jobs (varies by empire)
Illicit Research LabsBuilding · 100 jobs (varies by empire)
Offworld Implant HubBuilding · 100 jobs (varies by empire)
Pirate Free HavenBuilding · 100 jobs (varies by empire)
Private Security CompanyBuilding · 100 jobs (varies by empire)
Smuggler's PortBuilding · 100 jobs (varies by empire)
Syndicate Front CorporationsBuilding · 100 jobs (varies by empire)
Underground ClubsBuilding · 100 jobs (varies by empire)
Wildcat Mining OperationsBuilding · 100 jobs (varies by empire)
Wrecking YardsBuilding · 100 jobs (varies by empire)
Other effects of the job
- +0.25Criminal Branch Office Trade
when…
- Planet
- Has branch office
- branch office owner
- has councilor
- Councilor: Syndication Agency Officer
- has councilor
Who can work it
- Has owner
- Is sapient
- Not: has citizenship type
- Country: the owner
- Type: Servitude
- Owner
- Not: Gestalt Consciousness
In the game
These criminals live outside the bounds of legal society, some by choice and some by circumstance.
Criminal: questions
How do I get Criminals jobs?
From Bio-Reprocessing Plants, Concealed Drug Labs, Corporate Clinic, Illicit Research Labs, Offworld Implant Hub, Pirate Free Haven and 6 more.
Source: common/pop_jobs/00_other_jobs.txt, Stellaris Cygnus v4.5.2 (9776).
