There is a lot of crimes. This means individual crime doesn't have to have X revolution index, only half or even fifth of it.
This is pure XML side of Revolution.
All Crime revolution indexes are in special buildings info
And no there is nothing related to python here.
For example we have this crime:
<BuildingInfo>
<!-- Crime (Aircraft Hijacking) -->
<BuildingClass>BUILDINGCLASS_CRIME_PLANEHIJACKING</BuildingClass>
<Type>BUILDING_CRIME_PLANEHIJACKING</Type>
<Description>TXT_KEY_BUILDING_CRIME_PLANEHIJACKING</Description>
<Civilopedia>TXT_KEY_BUILDING_CRIME_PLANEHIJACKING_PEDIA</Civilopedia>
<Strategy>TXT_KEY_BUILDING_CRIME_PLANEHIJACKING_STRATEGY</Strategy>
<Advisor>ADVISOR_ECONOMY</Advisor>
<!-- Graphical and interface -->
<ArtDefineTag>ART_DEF_BUILDING_CRIME_PLANEHIJACKING</ArtDefineTag>
<iMinAreaSize>-1</iMinAreaSize>
<fVisibilityPriority>1</fVisibilityPriority>
<!-- Prerequisites -->
<MapCategoryTypes>
<MapCategoryType>MAPCATEGORY_EARTH</MapCategoryType>
</MapCategoryTypes>
<PrereqTech>TECH_FLIGHT</PrereqTech>
<Bonus>BONUS_AIRCRAFT</Bonus>
<!-- Obsolescence -->
<ObsoleteTech>TECH_TELEPORTATION</ObsoleteTech>
<!-- Construction cost -->
<iCost>-1</iCost>
<!-- Main effects -->
<iInsidiousness>10</iInsidiousness>
<UnitCombatFreeExperiences>
<UnitCombatFreeExperience>
<UnitCombatType>UNITCOMBAT_CRIMINAL</UnitCombatType>
<iExperience>4</iExperience>
</UnitCombatFreeExperience>
</UnitCombatFreeExperiences>
<iHealth>-4</iHealth>
<iHappiness>-4</iHappiness>
<CommerceChanges>
<iCommerce>-10</iCommerce>
</CommerceChanges>
<CommerceModifiers>
<iCommerce>-3</iCommerce>
</CommerceModifiers>
<!-- Special Health and Happiness modifiers -->
<iGlobalHappiness>0</iGlobalHappiness>
<!-- Special properties -->
<bNukeImmune>1</bNukeImmune>
<iConquestProb>100</iConquestProb>
<!-- Revolution mod -->
<iRevIdxLocal>100</iRevIdxLocal>
</BuildingInfo>
<iRevIdxLocal>100</iRevIdxLocal> can be changed to 20 as well - there is a lot of crimes.
All <iRevIdxLocal> tags for buildings are in between -30 and 30.
Only crimes have insane values.
This is pure XML side of Revolution.
All Crime revolution indexes are in special buildings info
And no there is nothing related to python here.
For example we have this crime:
Spoiler :
<BuildingInfo>
<!-- Crime (Aircraft Hijacking) -->
<BuildingClass>BUILDINGCLASS_CRIME_PLANEHIJACKING</BuildingClass>
<Type>BUILDING_CRIME_PLANEHIJACKING</Type>
<Description>TXT_KEY_BUILDING_CRIME_PLANEHIJACKING</Description>
<Civilopedia>TXT_KEY_BUILDING_CRIME_PLANEHIJACKING_PEDIA</Civilopedia>
<Strategy>TXT_KEY_BUILDING_CRIME_PLANEHIJACKING_STRATEGY</Strategy>
<Advisor>ADVISOR_ECONOMY</Advisor>
<!-- Graphical and interface -->
<ArtDefineTag>ART_DEF_BUILDING_CRIME_PLANEHIJACKING</ArtDefineTag>
<iMinAreaSize>-1</iMinAreaSize>
<fVisibilityPriority>1</fVisibilityPriority>
<!-- Prerequisites -->
<MapCategoryTypes>
<MapCategoryType>MAPCATEGORY_EARTH</MapCategoryType>
</MapCategoryTypes>
<PrereqTech>TECH_FLIGHT</PrereqTech>
<Bonus>BONUS_AIRCRAFT</Bonus>
<!-- Obsolescence -->
<ObsoleteTech>TECH_TELEPORTATION</ObsoleteTech>
<!-- Construction cost -->
<iCost>-1</iCost>
<!-- Main effects -->
<iInsidiousness>10</iInsidiousness>
<UnitCombatFreeExperiences>
<UnitCombatFreeExperience>
<UnitCombatType>UNITCOMBAT_CRIMINAL</UnitCombatType>
<iExperience>4</iExperience>
</UnitCombatFreeExperience>
</UnitCombatFreeExperiences>
<iHealth>-4</iHealth>
<iHappiness>-4</iHappiness>
<CommerceChanges>
<iCommerce>-10</iCommerce>
</CommerceChanges>
<CommerceModifiers>
<iCommerce>-3</iCommerce>
</CommerceModifiers>
<!-- Special Health and Happiness modifiers -->
<iGlobalHappiness>0</iGlobalHappiness>
<!-- Special properties -->
<bNukeImmune>1</bNukeImmune>
<iConquestProb>100</iConquestProb>
<!-- Revolution mod -->
<iRevIdxLocal>100</iRevIdxLocal>
</BuildingInfo>
<iRevIdxLocal>100</iRevIdxLocal> can be changed to 20 as well - there is a lot of crimes.
All <iRevIdxLocal> tags for buildings are in between -30 and 30.
Only crimes have insane values.
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