Baddies 3.0
1) Added a Police Specialist as suggested to increase chance to catch them/prevent new ones from joining
Police Officer generates points towards Great Spy.
Some buildings adjusted to give PO slots.
Police State Civic increases it to 3% Per Police
2) Maximum chance to Catch, Prevent : 50%, 100%
The 50% limit is to prevent users from simply switching to 10000 Police just to get rid of all of them in 1 turn, which will then make baddies useless.
3) A.I. given simple instructions to switch up to 50% of population to Police when there are baddies in the city.
4) Added my Specialist Count mod comp partially into this, because the BTS code is lame.
When new visible specialist is added via module, it gets pushed to god knows where.
If it is added manually instead, it is positioned nicely but you cannot use the "+" and "-" buttons because the resource table is in the way.
In short, BTS code is lame.
5) Updated Pedia
6) Simple customisation section to adjust variables
7) Restructure of codes.
Because there are 8 baddies, too many if else statements, so I restructure the whole system to simplify the codes.
In general, they still do what they are supposed to do.
Except that now only one baddie event will trigger per city.
If there are 1 Bandit and 5 Terrorists and 3 Prostitudes:
Old:
2% Chance to trigger Bandit Event AND
10% Chance to trigger Terrorist Event AND
6% Chance to trigger Prostitude Event
New:
18% chance to trigger an Event, out of which 2% belongs to Bandit, 10% belongs to Terrorist, 6% belongs to Prostitude
This simply means that:
1) Only 1 event will trigger now
2) Chance to trigger higher since cumulative. In fact, if there are 25 Baddies (Excluding Great Ones), it is 100% trigger.
In Summary:
Courthouse, Jail and Security Bureauc still gives 5% Elimination Chance each.
Police Specialist gives 2% (or 3% with Police State) each.
Capped at 50% in total.
Prevention Chance is twice of Elimination Chance.
Edit:
1) Fix a bug with new upload where bad event is always Mafia
2) Increase Police Chance from 2, 3% to 3, 4%
3) Triggering Golden Age no longer kills all Baddies at 1 go.
Instead it simply increases the Elimination Chance to 100% so that one baddie died each turn.
Golden Age also grants a 10% Chance to kill Great Baddie each turn. (The only way to remove them)