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  1. #1
    Voter Colonel chann's Avatar
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    The Crime Mod

    The Crime Mod
    DOWNLOAD VERSION 1.0: Rapidshare | Strategy Informer


    This is a very small and self-explanatory modification: it's a mod that adds more crimes.
    Code:
    Crime:
    effects (conditions)
    
    Prostitution: 
    -RGO output, -CON
    
    Outlaws: 
    -rich income, -middle income (colonial only)
    
    Trusts:
    +rich income -middle income, -poor income (factory, non-colonial provinces, Anti-Trust Law is not invented)
    
    Murders: 
    +CON
    
    Piracy: 
    -RGO output, -factory output (coastal and colonial only)
    
    Cattle Raiders: 
    -RGO output (livestock and wool only)
    
    Confidence Tricksters: 
    -rich income, -middle income (low literacy only)
    
    Quackery: 
    -growth (low literacy only)
    
    Truck Systems:
    -poor income (colonial only)
    
    Illegal Gambling:
    -throughput, -RGO outptut, -CON
    
    Bureaucratic Corruption:
    +MIL
    
    Judicial Corruption:
    +MIL, +CON
    
    Ballot Stuffing:
    +50% voters, +5% random votes (no secret ballots or lower)
    
    Vigilantes:
    -CON, -growth (4 avg MIL)
    Other changes
    • Renames Mafia to Organized Crime
    • Vote-related crime only appears if reforms allow it

    Installation and Compatibility
    Backup the txt, gfx and dds files altered by this mod, then extract the zip into your V2 base folder, or use JSGME to install [recommended]. Delete the files to uninstall manually.

    Compatible with anything that does not alter crime too drastically. The UI (.gfx) files may clash with mods such PDM that add resource sprites. To fix, open the gfx files in the conflicting mod, search for the "crime" values and change their noOfFrames from 9 to 23

    Known issues
    Some of the original crimes are not supposed to appear until an invention is discovered, but do so from the start anyway: Anarchic Bomb Throwers, Citizen Guards and Terrorist Cells. I have reported this as a bug, and tried adding those inventions as triggers in crime.txt, but am not sure if that has fixed it.

    Credits
    http://commons.wikimedia.org/wiki/Fi...olver_icon.svg
    http://www.fatcow.com/free-icons/

    Suggestions are welcome for: more crimes, better effects for crimes, and better graphics (I am NOT a graphics artist! )
    Last edited by chann; 29-09-2010 at 06:51.
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  2. #2
    Josephinist Andrelvis's Avatar
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    Hello, I see that you used income modifier effects for some of your crimes. Did you test them to see if they had any effect?

    So far, my impression is that those modifier effects do nothing at all...
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  3. #3
    Voter Colonel chann's Avatar
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    Quote Originally Posted by Andrelvis View Post
    Hello, I see that you used income modifier effects for some of your crimes. Did you test them to see if they had any effect?

    So far, my impression is that those modifier effects do nothing at all...
    I only went as far as checking that the effect would show up in the tool-tip. Your impression may be right, they don't show up as income modifiers on the POP screen.
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  4. #4
    Josephinist Andrelvis's Avatar
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    Quote Originally Posted by chann View Post
    I only went as far as checking that the effect would show up in the tool-tip. Your impression may be right, they don't show up as income modifiers on the POP screen.
    Aye, they don't. And when I tried giving the POPs -100% income modifier for all three classes, they continued earning their living as normal.
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  5. #5
    Voter Colonel chann's Avatar
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    Quote Originally Posted by Andrelvis View Post
    Aye, they don't. And when I tried giving the POPs -100% income modifier for all three classes, they continued earning their living as normal.
    You know what that means... a second release, of an underrated classic! Coming Soon. I'll probably just change the negative income modifiers to extra pop needs if that works.
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  6. #6
    Josephinist Andrelvis's Avatar
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    Quote Originally Posted by chann View Post
    You know what that means... a second release, of an underrated classic! Coming Soon. I'll probably just change the negative income modifiers to extra pop needs if that works.
    Hehe

    One idea is to replace them with reduction to local RGO/Factory/Artisan outputs.
    Imperium 1.4 (Mod for Victoria II)

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