Crimewave: Crime and Criminal Heritage AI Overhaul
This mod its a simple change in the AI of the game to enhance the way the AI manages it’s crime, to add a little bit of flavor and also make possible to play with a criminal heritage civ on single player. It changes the behavior against building precinct houses, and enables the AI Empires to use the "Negotiate with Crime Lords" and "Anticrime Campaign" planetary decisions. So, the AI can Enact a Crime Lord Deal to gain Stability instead of fight against the crime.
This mod only affect normal empires, and does not touch how Gestalt Empires manages it’s deviancy.
This mod it’s also balanced against gameplay. That means, it prefers things that makes sense on the game, rather than the roleplay. More abot this on the pinned thread of this mod.
Three things are taken in account: Planetary Crime, Empire Ethics and The relation between the Empire owner of the planet, and the empire owner of the Criminal Branch Office on such planet.
- Now empires build precinct houses less often, and only on higher planetary crime numbers.
- The more Authoritarian and Militaristic an empire is, the more it will preffer dealing with crimelords.
- The more Egalitarian and Pacifist an empire is, the more it will preffer starting anti-crime campaigns.
- If there is a Criminal Branch Office on a planet, then also there will be added weight on wich decision to choose depending on the relation between the Empire and the owner of the Branch Office. If there are good relations, it will add weight to dealing with crime lords. If there are bad relations, it will add weight to starting anticrime campaigns.
- Empires with the "Police State" civic will never make planetry decisions. Instead, they will always build precinct houses.
Revisions:
Old revisions of this mod are available below. Click the link to download.