Surviving Mars

Surviving Mars

Crime and Vindication
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.
The Engineer Pop 16 Jun, 2022 @ 4:16am 
I think adding the effect for Sanatorium to make "Upgrade: Criminal Psychologists" available will be reasonable. At least I feel Sanatorium is a kind of medical facilities (at least, specialized to treat psychiatric disorder patients) too.
Tremualin  [author] 14 Jun, 2022 @ 2:37pm 
Speed of rehabilitation depends on the comfort of the residence, the sanity and comfort of the Renegade, and the performance of the Officer doing the rehabilitation. If you are using an Apartment for rehabiliation, it will be much slower than a Smart Home. If the Smart Home has Home Collective, and Dome Bioscaping, it will be faster. If you have EmergencyTraining, Security Stations increase the comfort of the Residences boosting comfort even further. Comfort above 100 is accepted, so you can keep stacking dome comfort bonuses.Then there's the Officers performance, which boosts the speed rate too. You should make sure they're performing well.

If you are doing all these things and the speed is still too slow, I'll see if I can do something.
Mantastic 14 Jun, 2022 @ 2:08pm 
Is there a way to adjust the speed of rehabilitation? Seems like it takes a very, very long time cure renegade status.
Outrate 7 Nov, 2021 @ 4:52am 
Well, now there will be no excuse for war crimes. Heck
The Engineer Pop 16 Oct, 2021 @ 4:44am 
Thanks again.
Tremualin  [author] 16 Oct, 2021 @ 4:38am 
Only the ones on the same Dome.
The Engineer Pop 16 Oct, 2021 @ 4:33am 
And another question.
When a dome has Medical Post in itself but has Hospital in passage-linked dome, then which medical facility affects Criminal Psychologists upgrade?
The Engineer Pop 16 Oct, 2021 @ 1:04am 
Thanks.
Tremualin  [author] 16 Oct, 2021 @ 12:01am 
Violent can be cured in the Sanatorium.
The Engineer Pop 15 Oct, 2021 @ 11:43pm 
A question. Is Violent cureable in mere sanatorium? Or does it need IoFP too?
The Engineer Pop 10 Oct, 2021 @ 10:06pm 
Thanks.
Tremualin  [author] 10 Oct, 2021 @ 10:02pm 
1. Yeah, in this game.
2. Yeah. If you have Incubator the kids will be sent to the Incubator Dome.
The Engineer Pop 10 Oct, 2021 @ 9:44pm 
1. In this game itself?
2. Well. I have a Nursery-Education dome made by SkiRich's Incubator mod. Then, when the prisoners give birth will the babies be expelled to the Nursery-Education dome?
Tremualin  [author] 10 Oct, 2021 @ 9:36pm 
Children are excluded from becoming Renegades by the game. The game doesn't really track who the parents are.
The Engineer Pop 10 Oct, 2021 @ 9:33pm 
Well. But can children be renegades? Or how are children who are born by prisoners treated? I wonder that do I have to build facilities for children in my IoFP.
The Engineer Pop 10 Oct, 2021 @ 12:27am 
But I can't read that article because I'm not a Canadian. That site blocks the approach from other countries.
The Engineer Pop 10 Oct, 2021 @ 12:21am 
Thanks. I heard that Northern Europe prisos is the similar.
Tremualin  [author] 10 Oct, 2021 @ 12:08am 
I'm saying Renegades should continue to work, because it would be a huge loss for the colony if they didn't. You can't have them work as Officers, however, because they would abuse the power.

Checkout this documentary on Canadian Prison Farms: https://gem.cbc.ca/media/cbc-docs-pov/s05e01 where the prisoners are allowed to work on Farms and Ranches while in Rehabilitation.

My mod follows a similar idea, but allows all prisoners to keep working on their specialty (except for Renegade Officers, who must work outside of their specialty).
As long as they work within the boundaries of the prison Dome; they will be allowed.
The Engineer Pop 10 Oct, 2021 @ 12:00am 
"Mars can't afford the luxury of not having people work, specially Medics. Only exception is Renegade Officers because they can't be trusted to follow orders."
I can't understand what it means.
Tremualin  [author] 9 Oct, 2021 @ 11:57pm 
Renegades are still allowed to work regular jobs while on Prison. You have to imagine that they're on probation, and working is part of their rehabilitation process (otherwise they would go crazy).

Mars can't afford the luxury of not having people work, specially Medics. Only exception is Renegade Officers because they can't be trusted to follow orders.
The Engineer Pop 9 Oct, 2021 @ 11:46pm 
Ah-ha. I disabled all workable shifts except 2nd shift to test in my IoFP.

But - a question.
In my IoFP a Medic (who is a Renegade) works in Hospital... at the same shift when an (only 1) officer works. My IoFP has a critical workforce insufficiency now.
But then can my Officer treat the Medic-Renegade? I think Renegade who is on the treatment procedure should be in his cell, but now he works outside his cell with Officer.
Tremualin  [author] 9 Oct, 2021 @ 11:34pm 
Ok, I fgured out what the problem was. It happens when you have some shifts enabled and some shifts disabled on the Hospital. I should have fixed it now. Thanks for reporting all of this!
The Engineer Pop 9 Oct, 2021 @ 10:47pm 
Yes. I had my Security Officer and Medics at 2nd shift together.
Tremualin  [author] 9 Oct, 2021 @ 10:46pm 
If the Security Station starts it's shift with a manned Hospital in the same shift, then it will work. If the Hospital was unmmaned at the beginning of the shift, then it won't.
The Engineer Pop 9 Oct, 2021 @ 10:06pm 
It seems that "Unmanned offices get 10 performance" bug is corrected when I turned off/on Criminal Psychologists upgrade. Thanks.

But it seems that "Hospital gives only +10 performance to Security facilities" bug still exists. When I turned off/on Criminal Psychologists upgrade and un/re-employed my Officer, that Security Office Building Performance only rose +2. (39 before, 41 after)
Well, Is it beacuse my Hospital is unmanned? In fact, common-sensically unmanned Hospitals do no work of course. I'll test it again with my that Hospital manned.
- When I man that Hospital with 2 medics that Security Office still has 41 Performances, which is the same when that Hospital is unmanned.
Tremualin  [author] 9 Oct, 2021 @ 9:33pm 
Yeah, I already pushed the fix. Try to enable/disable the upgrade.
The Engineer Pop 9 Oct, 2021 @ 9:20pm 
Is it patched now? I turned on this game now but the problem what I mentioned still exists.
Tremualin  [author] 9 Oct, 2021 @ 8:20pm 
Fixed the problem with the additional performance when the building has no workers, should be 0 when unmmaned, and 20 when there's a Hospital. If you build a Hospital in the middle of a shift, you need to wait for the next shift, or disable and then enable the upgrade.

Unmanned Security Station can't rehabilitate; but the Renegades follow trait filters, so they might exit the prison if the filters tell them to go to another Dome.

Expeditions also take colonists at random, so a Rocket could have taken a Renegade on an Expedition.
The Engineer Pop 9 Oct, 2021 @ 6:29pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2624124977

Nobody is working in this Security Office but it has 10 of Building Performances. And despite the medical facility is Hospital but Security Office's Performance is 10, not 20. Is it intended?

It seems that the unmanned Security Office does its rehabilitation progress to the hospitalizeds. perhaps it were my delusion, but 1 of prisoner has exited my prison and he seems to be cured.
The Engineer Pop 9 Oct, 2021 @ 4:47am 
Thanks. I informed it to Internal Affairs' modder.
Tremualin  [author] 9 Oct, 2021 @ 3:54am 
My mod doesn't touch the Sanatorium. You have a problem removing Internal Affairs.
The Engineer Pop 9 Oct, 2021 @ 3:25am 
It seems that Internal Affairs mod and Crime And Vindication mod conflicts.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2623408345
I originally subscribed Internal Affairs, but when I see this mod I unsubscribed it and subscribed this mod.
Now I made Institute of Forensic Psychiatry Dome in my real-game, but Sanatorium still has Cure Renegade option and it cured one of my Renegade... without any Officer who paroles him.
The Engineer Pop 9 Oct, 2021 @ 2:14am 
Well. Thanks.
Tremualin  [author] 9 Oct, 2021 @ 2:13am 
I updated the article to show the formula I'm using and how long rehabilitation takes.
The Engineer Pop 9 Oct, 2021 @ 2:10am 
Thanks. It seems that I misunderstood your article.
Tremualin  [author] 9 Oct, 2021 @ 2:04am 
If a residence has 110 comfort, then base progress is multiplied by 110%
If a residence has 70 comfort, then base progress is multiplied by 70%
If a residence has X comfort, then the rehabilitation base progress is multiplied by X/100.

Each point of comfort results in a 1% faster rehabilitation.
The Engineer Pop 9 Oct, 2021 @ 1:57am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2623349143
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2623349170
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2623349189

My real-game Institute of Forensic Psychiatry Dome.
Thanks to Vista that raises Comfort by +10, Apartment (cells for the Renegades) in that dome has 70 Service Comfort. and Smart Apartments (rooms for workers and janitors) have 95 Service Comfort.
I didn't research Home Collective, so when I research that and upgrade my Apartment then my Renegade-criminals will enjoy 80 Service Comfort.

Well, Is Renegade's residences' Service Comfort not important when it's below 100?
It seems that your mention "Residences with Comfort over 100 will increase rehabilitation speed." says Service Comfort below 100 is all the same no matter how high it is. Right?
The Engineer Pop 8 Oct, 2021 @ 4:11am 
And when I see non-smart Apartment I felt a "prison"s image on it. While accomodating so many people it gives so damnly low Comfort it wlll be enough to be considered as a kind of prison cells.
Tremualin  [author] 7 Oct, 2021 @ 5:03pm 
Getting Residence comfort over 100 is difficult, but possible with vistas and Hanging Gardens.

Not sure what the English equivalent is.
The Engineer Pop 7 Oct, 2021 @ 4:24pm 
But how do English speaking countries call "Institute of Forensic Psychiatry" ordinarily?
In Korea there is the only 1 facility where is in charge of rehabilitating criminals who have mental diseases, so that (only 1) facilitiy's proper name became these facilities' common name, but I heard England, America, etc have many of this kind of facilities.