Surviving Mars

Surviving Mars

Crime and Vindication
 This topic has been pinned, so it's probably important
Tremualin  [developer] 5 Aug, 2021 @ 9:30pm
Detailed Features
Rehabilitation Centers
Unlocked after researching "Behavioral Shaping" (same tech that unlocks the Sanatorium).

A new button allows any Residence (except Nurseries and Senior Residences) to become Rehabilitation Centers. Based on Nordic prisons, Rehabilitation centers are by all means regular residences, except they can only house Renegades. Renegades in the rehabilitation center will generate points each shift towards rehabilitation, after which they will lose their status of Renegade (much like Sanatoriums, but it takes more work). Unlike Sanatoriums, Martian-born Adaptability does not make the process faster. Hovering over the button shows progress towards Rehabilitation for each Renegade.

Each Rehabilitation Center must be monitored by at least one Security building in the Dome. Each worker in a Security building can monitor up to 4 renegades at a time. Rehabilitation speed depends on the happiness of the Renegade, the Comfort of the residence and the performance of the monitoring worker. If you don't have enough workers, some Renegades won't gain any points and will never rehabilitate.

Renegades in Rehabilitation Centers won't commit crimes (unless security buildings are understaffed). The usual Renegade warning has been updated to negate renegades in Rehabilitation Centers.

Unlike Sanatoriums, Renegades can continue working/studying while in Rehabilitation, at their usual reduced performance.

Renegades need 750 points to fully rehabilitate, and they gain 50*(Health/100) * (Sanity/100) * (Comfort/100) * (Residence Comfort/100) * (Officer Performance) every 8 hours.
If everything is at 100%, it will take 5 sols for the Renegade to Rehabilitate.

Upgrade: Vindication
Unlocked with "Behavioral Melding" (which makes Sanatoriums replace flaws with perks)
Rehabilitated Renegades gain the "Vindicated" perk, which prevents them from becoming Renegades again, and gives them a permanent +20 performance as they try to compensate for their past crimes. Cannot be obtained any other way.

Upgrade: Criminal Psychologists
Unlocked with "Supportive Community"
Direct access to psychologists allows Officers to put themselves in the mind of Renegades. Increases the performance of the Security building by 10 if there's a medical building in the Dome. Doubled if the medical building is a Spire or a Hospital.

First Responders
Automatically unlocked after researching "Emergency Training"
Officers working in security buildings provide emergency services which increases the comfort of all residences by 2 (affected by performance) for each officer working in a security station during that shift; this effect stacks so you could easily have 15 Officers working together for a 30 comfort increase. But who would build 5 security stations in the same Dome?

Fitness for Duty Evaluations
Officers are evaluated for Duty before they're assigned to Security Stations and continuously after that; Renegades can no longer be assigned to security buildings; and will be fired when their shift ends if they become Renegades while working there.

Off-duty Heros
Each officer living in the same dome as a person who attempts suicide has a 5% chance of being close enough to the site of the attempted suicide to respond to the call and attempt to talk the person out of it.

Each officer who responds to the call has a 5% (10% with SupportiveCommunity) chance of being capable of talking the person out of taking their own life, with a 5% (1% with SupportiveCommunity) chance of critical failure (the person immediately takes their own life and the Officer will lose 20 morale for 3 days). Officers who save a person this way will gain (+10) additional morale for 3 days and will become Celebrities.

If none of the officers manage to talk the person out of it, the person will commit Suicide.

Crime
There are several new types of crimes for Renegades to commit which also scale with the number of Renegades. In the other hand; domestic violence adds a new type crime through which colonists can become Renegades; a crime that can be committed by any Colonist (even Children). Domestic violence is also a new way for colonists to lose health and gain flaws, making medical buildings and sanatoriums even more important than before.

Domestic Violence
Unhappy (low morale, sanity, comfort or health) colonists (including Children) and unsupervised Renegades have a 30% chance to cause up to -15 health and/or sanity damage to other people in their same residence (chosen randomly). The more flaws a colonist has, the higher the chances (+1% each); the more perks it has, the lower the chances (-1% each). Researching Supportive Community lowers the base chance of Domestic Violence by 70%. Security Stations in the Dome reduce the health and sanity loss by up to 80%.

Children who are victims (or perpetrators) of domestic will develop at least one flaw when older (same as SanityBreakdown flaws). Other victims of domestic violence might develop flaws instantly (same chance and same flaws as SanityBreakdown flaws). Perpetrators of domestic violence (except Children) have a 33% chance of being reported to authorities and becoming Renegades, if they aren't already.

Renegades living in Rehabilitation will not commit domestic violence, unless left unsupervised (not enough Officers). Renegades in rehabilitation who are perpetrators of domestic violence will suffer a rehabilitation setback (-100 points); as will the victim.

Homeless people will find a victim among other homeless people.

Flaw: Violent
Violent people will resort to domestic violence (100% chance) whenever they're unhappy, and sometimes (30% chance, reduced by Supportive Community) even when not unhappy. Their victims will be more scared to talk about it (11% chance of becoming Renegades, instead of 33%). Violent people cannot become Vindicated until they work on their anger issues at the Sanatorium. Can be obtained via sanity breakdown or by being the victim of domestic violence.

If selected as a domestic assault target, Violent people will immediately retaliate (Sanity and Health loss for the aggressor).
If Senior with Benefits is installed, Violent can be removed by Vindicated Seniors.

Crime Scaling
New crimes have been added to the list of possible crimes, and more importantly, they now scale in effect with the number of Renegades in the Dome which aren't negated by Security Stations or Rehabilitation Centers. Crimes are chosen at random, provided that the minimum number of Renegades allows it. When Rebel-Yell is activated; the minimum number renegades required for a crime to be triggered is reduced by 2.

Protests
Requires 4 Renegades.
When low in numbers, Renegades will organize protests in hopes of luring others to join their cause; these protests lower the morale of non-Renegades in the dome by 1 per Renegade participating in the protest, an effect which lasts for 3 sols (but doesn't stack with additional protests). Protests are usually accompanied by ludicrous messaging like "Stop sending us to murder domes!".

Vandalism
Requires 4 Renegades.
When low in numbers, Renegades will often vandalize public property. Each Renegade participating in the act will increase the maintenance bar of a random building in the dome by 5%.

Resource Stealing
Requires 8 Renegades.
Each Renegade participating will steal at least 1 resource of the chosen type.

Embezzlement
Requires 8 Renegades.
Mars might be cashless, but Earth isn't. Renegades who want to escape to Earth might steal 1% of your current funding per Renegade.

Sabotage
Requires 12 Renegades.
Destroys 1 building in the dome per every 8 Renegades.

Strategy

Early to Mid Game
Be extra careful not to demand too much from your colonists; low sanity can quickly lead to an increase in Domestic Violence, which leads to even lower sanity, which leads to more flaws, more Domestic Violence and more Renegades, and can quickly destroy a Colony.

Don't forget that Supportive Community lowers the chances of Domestic Violence, the chances of gaining flaws when this happens, and unlocks a powerful Security Station upgrade. A Security Station in the early game can help with the sanity losses from disasters, and keep Renegades in check.

If you manage to research Emergency Training; remember it unlocks a bonus to Officers working in Security Stations which increases the comfort of residences and can boost the birth rate of your colony; a bonus which scales with performance.

If you have Space Race, keep an eye on the other colonies. Once they become friendly, you can send your Officers to poach from them; an early Martian University can make a huge difference if all rivals are friendly, with a 5% chance of failure.

Mid to Late Game

In the mid to late game, be sure to send all your Violent Colonists to a Sanatorium, and be sure to have a Rehabilitation Center and a Security Station in the same dome, in case any of those colonists becomes a Renegade. If playing with Rebel-Yell, you should absolutely build a Rehabilitation Dome, and send all your Renegades over there; or you could build smaller Rehabilitation Centers in all of your domes using the Security Post from the InDome Buildings DLC and the 3 Hex LivingComplex/SmartHouse from the Colony Design DLC.

Compatibility

This mod should be compatible with other mods that allow Renegades to be cured; however, using any method other than the Rehabilitation Center will no provide the Vindicated perk.
Last edited by Tremualin; 9 Oct, 2021 @ 2:10am