Internal Affairs

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Author: SkiRich

Last revision: 6 Oct, 2021 at 03:52 UTC (1)

File size: 296.96 KB

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Description:
Internal Affairs

v2.1 Oct 5th, 2021

Picard patch compatible

Introducing Internal Affairs Mod

Nothing is worse than a crooked cop. Good cops despise them the most.
This mod introduces two new functions for officers, an internal affairs officer and a parole officer.
This mod also adds a cure to Sanatoriums for Renegades.

How This Mod Works

Internal Affairs
Once a security station is built and an overnight shift is employed, Internal Affairs begins investigating your officers.
Internal affairs does it job overnight.
If an officer is found to be a criminal renegade and that officer is working at a Security Station then that officer is fired, and their badge and gun taken away.
The officer is stripped of their specialization and is just a normal citizen but still a renegade.
They are given a new trait – ‘Former Officer’
Parole Officer
Each shift in a Security Station an officer seeks out renegade colonists in their dome.
If they find any then that officer becomes that renegades’ parole officer and commits that colonist to the Sanatorium to cure them if the Sanatorium is set to cure renegades and has space.
If a Parole Officer finds another officer moonlighting at a job other than a security station and that officer is a renegade, that officer is stripped of their badge and is treated like a regular citizen.
Parolees are given the ‘Parolee’ trait.
Sanatoriums
Sanatoriums now have a Renegade cure as one of its choices.
You must manually set that as one of the cures to have a parole officer commit a colonist.
Sanatoriums cannot cure renegades without a parole officer on duty in the colonists home dome.

Game difficulty balance

Normally having renegades is a permanent feature of gameplay. Many folks have developed strategies for dealing with renegades, most revolve around isolation and termination.
Having a mod like this that can cure renegades makes the game play easier, but seeing how people deal with renegades now, does it really?
To keep game play somewhat balanced the following rules are in effect:

Rules for Colonists with Internal Affairs Mod

  • Internal affairs functions require at least one Security Station built with an overnight shift staffed and in operation.
  • Internal affairs will fire non-officer renegades from the Security Stations but not strip their specialty (if they have one). Officers get their badges and specialties removed.
  • Renegades cannot attend University until cured (criminals don’t better themselves).
  • Renegades cannot attend Sanatorium without a Parol Officer assigned (criminals don’t voluntarily commit themselves). If a renegade has the ‘Parolee’ quirk trait they have a parole office assigned.
  • Parole officers can only be assigned to colonists of a dome in the same dome as the Security Station (Home Dome).
  • Renegades cannot get any other flaw cured until their renegade traits are gone.
  • Renegades with specializations other than officer will continue to work (not at a security station), but once committed, they may miss their work shift.
  • Officers working at jobs other than a Security Station will continue to work and if found by a parole officer will have their badges stripped and specialization removed.
  • Sanatoriums cannot cure renegades without a parole officer on duty at the same shift in the colonists home dome. See Example below.
  • Sanatoriums do not need to be in the colonist home dome but must be connected via a passage and reachable/walkable.
  • Home dome means a dome where the colonist lives.
  • Once a colonist becomes a parolee they take a one time comfort hit of 50%.
  • Once a colonist becomes a parolee they take a one time sanity hit of 25%.

Example
If a colonist is normally committed to a third shift at the Sanatorium and an officer is not on duty at the Security Station during that third shift, the colonist is let go from the Sanatorium and may not get cured until a parole officer is on duty.

Tracking Your Colonists with new Traits
Two new traits are added to the game, ‘Parolee’ and ‘Former Officer’ for the purposes of tracking your colonists.
In the Colony Overview screen (Command Center) you can filter your colonists on these two traits listed under ‘Quirks’.
Once a Parolee always a Parolee. There is nothing negative about having this trait.
Once a Former Officer always a Former Officer, but a Former Officer can also be a Parolee and do their time in the Sanatorium and become eligible to be a Security Officer again. The trait doesn’t go away though. We always watch them.
Colonists retain their Renegade traits until cured in the Sanatorium.
These new traits can be used in dome filters if you wish.

Notifications
You will receive a notification on screen when a parole office catches a criminal and commits them to a sanatorium.
You will receive a notification on screen when Internal Affairs finds a crooked cop.
Clicking on the notifications cycles through the caught colonists.
Dismissal time of the notice can be controlled with mod config options.
Mod Config Reborn is here > Mod Config Reborn
Mod config settings are global for all games.

Other Mod Compatibilities

This mod is fully compatible with NASA Education Mod found here > NASA Ed
This mod is also fully compatible with any of my mods, see collection below.
This mod is also fully compatible with any of ChoGGi’s mods.
Any other mod that alters Sanatorium code or Martian University Code may introduce issues and should be tested.
Caution should be used with any Colonist AI mods that alter migration or workplace AI, I cannot guarantee this mod will work as intended with those types of mods.
If enough people test with those mods and send me reports I will look at code for those mods. I don’t use them normally.

In case you don’t understand this mod or need a little help, I opened a discussion thread in this mod.
Please don’t use the comments section for questions.

If you find this mod handy or cool please vote UP!

Please check out some of my other work:
SkiRich’s Mods Collection

Download
Revisions:

Old revisions of this mod are available below. Click the link to download.