Adding a dilemma interacts with starting conditions


#1

Adding a dilemma via mod seems to create some odd results with starting conditions of missions. With the UK, adding a dilemma via a mod causes the UK to start with ghettos, vigilante mobs and street gangs, none of which it has otherwise. This happens even if the dilemma is just a copy of an existing dilemma and even if the dilemma is not connected to crime. This then obviously has run-on effects.

It seems to be because some change this causes (possibly in random number seeding?) in the initial 30 turn simulation nudges street gangs into being triggered. This falls back to it’s normal level later, but not below the level to stop it. This then creates the conditions for vigilante mobs and ghettos to trigger.

-El