Races with the CrimelordAbility, such as the Xeloxi, are natural criminals and prefer having more crime rather than less crime.
However, their tech tree gives them access to the Ministry of Justice tech, which reduces crime.
At one time this was “fixed” by removing their access to the Ministry of Justice tech.
This caused a lot of problems because the change also removed access to the Precursor Origins tech, which is required to get the last two Commander ships. This meant that the Xeloxi could never get those ships and were always at a disadvantage.
This new problem was “fixed” by restoring the Ministry of Justice tech, which made the Precursor Origins tech available again. This still leaves the odd situation where a race that does better with crime has to research a tech that lowers crime.
I’ve “solved” the problem by modding the tech tree so that Crimelords can’t get the Ministry of Justice tech and adding a Ministry of Crime tech in its place.
I also added a new minister, a Minister of Crime, to replace the Minister of Justice. Almost everything works correctly. The problem is that the minister position for the Minister of Justice still appears. It’s not usable, but it can cause confusion.
I was sure I could get rid of the Minister of Justice position by adding a preclusion to the appropriate definition in UnitLeaderDefs.xml, but the game wouldn’t run because preclusions in that file aren’t allowed in the schema.
If anyone wants to see what I did in my mod, it is available here. All my changes have a comment with MOD: in them, so search for mod: to find them. The number value I used for crime increase is just a number that was convenient.
Perhaps the devs could come up with a good way of doing something like adding a better tech in place of Minister of Justice or add the ability to have a preclusion in UnitLeaderDefs.xml so I can do it with a mod.