An Absolutely amazing, well crafted mod! it has been nice, and it merges well with the colony system, you'll see lots of Player Corsair fleets around your systems.
I find your Criminal Industries a most perfect addition to any villainous playthrough of the game, and the extras are just bonus! Kudos to you
Here's a few ideas:
Gambling Den; [Increases Income, 5,000+ and Accessibility 20+ destabilization -1, -2 luxury goods, -1 food and reduces growth -2, upgrades to Casino income 8,500, accessbility 30+ destabilization -1,5, -3 luxury goods, -2 food] Requires Mob-Run Business District, can spawn friendly and neutral visitors and tourists,
cost 200,000, upgrade 400,000
Illegal Chemicals Lab; [Produces Drugs +3, requires Organics -5, upgrades to Chemicals Plant +5 Drugs, requires -8 Organics -4 Volatiles, destabilization -2 Accessibility -15]
Cost 120,000 upgrade 200,000
Bounty Hunter's Guild (Mercenary Patrols) [Mid-line Corsairs and Bounty hunters moving around the system looking for bounties, they cost income -6,000 per month, but improve accessibility +15 and stability +2, -2 Drugs -2 Food, will engage neutrals for bounties]
cost 150,000 increases security +200
Personal Death Squad Base; [adds a player doctrine fleet enforcing the law, Stability +2, Accessibility -25, not compatible with Privateers or Bounty Hunters, will not engage neutrals and help allies, create Iron Guard Patrols that helps Faction trade fleets and protect systems -2 Marines, -2 Heavy Armaments -2 Ship Hulls and Weapons, -4 Fuel -3 Supplies ] 1 per system increases security +350
cost 150,000
Underworld Bazaar; [Generates income 3,000 +1 Drugs, +1 Organs, +1,5 H.Armaments, +1 Volturn Crab, +2 supplies, -1 Crew, -3 Luxury and Domestic goods, -2 Food, -2,5 Ship Hulls growth +1 ] Requires Mob Run Business District, 1 per system
cost 400,000
Loan Shark; [Generates income randomly from 1,000 to 3,000 +1 Crew (indentured servant) +1 Organs (From those that couldn't pay and didn't want to serve) -1 Hulls and Weapons -1 Marines, -1,5 growth -1 destabilization] Requires mob-run business District
cost 150,000
Scrap Yard; [Illegal dismantling operations costing -6,000, -3 Machinery but generates +2 Metals, +1 Fuel +1 Hulls and Weapons, -1 destabilization -1 Growth]
cost 100,000
Smugglers Warehouse; [-1 Hull and Weapons, -3 fuel -2 supplies income +7,500, generates smugglers] Requires Mob-run business district
cost 300,000
Red Light District; [Increases Growth +1, accessibility +10, +1 stability, -1 crew, -2 luxury goods, -1 Domestic goods -1 drugs upgrades to Pleasure Palace +1,5 Stability +1,5 Growth +15 accessibility +1,5 New Crew, -3 Luxury Goods,-2 Domestic Goods -2 Food -2 Drugs, +5,000 income ] Requires mob-run business district
cost 100,000 upgrade to 200,000
Planetary Entry Toll Booth; [Generates 1,000, decreases accessibility by -20 -1 Fuel -1 Supplies] requires Mob Run District
cost 100,000
Nutrient Paste Facility; [+1 Organs +1 Food +1 Organics -4 Growth, -2,000 upkeep]
Cost 100,000 the Soylent Green!
Forced Labor Prison; [-1 Crew -1 Growth, less upkeep for raw industrial buildings such as mining and farming, upgrades to thought Re-Assignment Institute -3 crew, less upkeep for all Industry buildings, except criminal]
cost 300,000 upgrade to 600,000
Gladiatorial Grounds; [-2 Marines -3 Food, -1 Luxury Goods -1 Domestic Goods + 2,000 income +2 Stability upgrades to Bloodsports HoloExpo Arena -4 Marines -5 Food -2 Luxury and Domestic Goods, +6,000 income and +4 stability]
cost 200,000 upgrade to 500,000
These are just a few ideas I had while playing Your mod! I think these new buildings reward the risk of having a free port, plus the stability aspect of running a criminal organization oppressing/controlling it's people and terrorising the sector, I do think the Privateers building should also increase relations with pirates by a few ticks every month plus increasing +1 Marines, also increasing the chances of spawning hostile pirate faction patrols, making it seem a little dangerous to travel to these lawless sectors, Free Ports are quite a adventure but many times an unrewarding one since you'll be paying bribes to avoid "inspections" from certain factions and slowly declining in relationships with "above the board" Factions, plus all the destabilization issues, why not embrace it fully then? these *Corruptor* buildings might just fill the role when you go the low road, there are of course a few other ideas I've been looking for, I know some buildings are either excessive, but balacing is quite hard to define.
Thank you again for your hard, quality work, I hope these ideas serve as an inspiration to you if you ever consider giving them your time.