Surviving Mars

Surviving Mars

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Crime and Vindication
   
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5 Aug, 2021 @ 10:00pm
9 May, 2022 @ 11:01pm
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Crime and Vindication

In 1 collection by Tremualin
Tremualin's Mods
18 items
Description
Trigger warning: This mod includes depictions of domestic, verbal and physical violence.

Introduction
In the current meta, Security Stations aren't usually worth it. It's easier to ignore Renegades, or, if you are playing with Rebel Yell, to move them into a murder dome. Some mods have added a few ways to deal with Renegades, but I felt like they were missing something, so I made my own.

I wanted to:
1. Replace Renegade murder domes with Rehabilitation domes
2. Make Officers and Security Stations more appealing
3. Make Crime more diverse and punishing
4. Make Rebel-Yell more fun
5. Add more Renegades to regular games
And I think I've accomplished all points with this mod.

Table of Features
Steam wouldn't let me paste the detailed here because it was too long; so instead, here is a table providing a summary of all features; check the pinned item at the bottom for a detailed description and a strategy discussion.

Feature
Affects
Effect
Unlocked with
Toggle: Rehabilitation center
Residences
Houses Renegades who need Rehabilitation
Behavorial Shaping
Rehabilitation
Security Stations
Cures Renegades in Rehabilitation Centers
Behavorial Shaping
Vigilance
Renegades
Renegades in Rehabilitation Centers don't commit crimes
Behavorial Shaping
Perk: Vindicated
Colonists
+20 performance and cannot become a Renegade ever again
Behavioral Melding
Upgrade: Vindication
Security Stations
Cured Renegades become Vindicated
Behavioral Melding
Upgrade: Criminal Psychologists
Security Stations
+10 performance if at least one medical building present in dome. +20 if Spire or Hospital
Supportive Community
First Responders
Domes
+(2*performance) comfort for each officer working in security.
Emergency Training
Fitness for Duty Evaluations
Security Stations
Renegades can't work on security and will be fired at the end of the shift if turning Renegade
Mod installation
Off-duty Hero
Officers
5% or 10% (Supportive Community) chance to stop suicides and become a Celebrity
Mod installation
Domestic Violence
Colonists
30% chance to inflict health and/or sanity damage on other colonists when unhappy
Mod installation
Domestic Violence: Reports
Colonists
33% chance that colonists who commit domestic violence can become Renegades
Mod installation
Domestic Violence: Survivors
Colonists
Survivors of domestic violence have a chance to developt flaws
Mod installation
Violence Prevention
Security Stations
Security Stations reduce the negative effects of domestic violence
Mod installation
Curable Flaw: Violent
Colonists
Commits domestic violence more often. Retaliates violently when receiving violence. 11% of becoming Renegade instead of 33%
Mod installation
Improved Supportive Community
Supportive Community
Reduces the chances of domestic violence, and the chances of gaining flaws from domestic violence; increases chances of Off-duty Hero
Mod installation
Crime: Protest
Renegades
Reduces morale in the dome by 1 for each Renegade participating
4 Renegades
Crime: Vandalism
Renegades
Increases the maintenance of buildings in the dome by 5% for each Renegade participating
4 Renegades
Crime: Resource stealing
Renegades
Steals 1 resource per Renegade participating
8 Renegades
Crime: Embezzlement
Renegades
Steals 1% of funds per Renegade participating
8 Renegades
Crime: Sabotage
Renegades
Destroys 1 building per every 8 Renegades participating
12 Renegades
Crime: Rebel-Yell
Crime
Unlocks new crimes with 2 Renegades less than normal
Rebel-Yell

Icons taken from https://canadianwomen.org/signal-for-help/.
Please visit the site to learn more about domestic violence.

Steam
Paradox[mods.paradoxplaza.com]
Github[github.com]
76 Comments
Tremualin  [author] 5 Nov, 2023 @ 6:57pm 
If I have time, I will rework Vindicated to make it less brainwashy; (most people make a death dome for Renegades, one of the goals was to make something better than death domes possible).
Tremualin  [author] 5 Nov, 2023 @ 6:41pm 
I did imagine someone could try something like you describe. I tried to balance the mod to make that harder; you'll need a lot of manpower and resources to keep the Renegades in line, and not only it will take a lot of time and effort for them to become Vindicated, but you also expose yourself to multiple Renegade-based events (such as blowing up your rockets and other facilities, dome's going rogue, people killing each other, shuttles being stolen, massive morale loss colony wide, etc), in addition to all the new crime I added. Security Stations and Rehabilitation Centers don't affect Story Bits.

Given the lifetime of colonists, I don't think it's worth it; but it might work if you have Biorobots. I guess the path is there if you want to explore it.
Tremualin  [author] 5 Nov, 2023 @ 6:41pm 
My intention was not to encourage the creation of Renegades. The system was based around community support groups in south america, where people are helped out of drug use, homelessness, etc, and given the tools to help others avoid the same fate. But I can see how that can be interpreted as brainwashing. I was hoping to make something different, but I could only reform the initial implementation; a total redo would be too much for my modding skills.

Vindicated was chosen because most of the time, it's the player's fault the colonists become Renegades, and Vindicated people in the dome actually lower the chances of others becoming Renegades; though the actual mechanics are a bit complicated to explain (in interrupts the code that turns people into Renegades).
Tremualin  [author] 5 Nov, 2023 @ 6:40pm 
The 30% chance is both for game balance and based on domestic violence statistics found online: https://www.who.int/news-room/fact-sheets/detail/violence-against-women (30% of women have reported some form of domestic violence). The numbers are probably higher, since this is only accounting reported cases. It was difficult to both model the statistic and balance the gameplay.

If you have 100 Renegades not in Rehabilitation and without any Security Facilities in the same dome, then yes, they could potentially steal 100% of your money. The big Security Stations reduce this by 5*performance, the smaller ones by 2*performance, and none of the Renegades in Rehabilitation participate in any crimes.
PaperFox 3 Nov, 2023 @ 5:22pm 
i like the idea overall, but i have to ask...

what kind of dystopian hell hole do you live in where unhappy people commit domestic violence 30% of the time?

and if i have 100 renegades, they can somehow steal every penny in my coffers?

and this seems to encourage you to create renegades only to rehab them for the +20 performance bonus.

so i should have a hellish "hardening" dome, then a rehab dome, then my actual active domes with the improved, hardened, tough, loyal, brainwashed colonists?
Daemonjax 31 Oct, 2022 @ 11:32am 
I like these changes/additions.
EmiLady 5 Sep, 2022 @ 4:51am 
Haha I think protests should be in another mod entirely and not a "crime", tho it kinda fits "renegades"...
Tremualin  [author] 17 Jun, 2022 @ 5:48am 
Only the largest will apply.
The Engineer Pop 17 Jun, 2022 @ 1:28am 
Thanks.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2623349189
But if my IoFP dome has 2 or more kinds of medical facilities (like my screenshot link above : that dome has Sanatorium and Hospital) then the effect of "Criminal Psychologists" stacks? or only the largest is applied?
Tremualin  [author] 16 Jun, 2022 @ 11:03am 
That's a good idea. I'll add that in another update.