Law Enforcement

Status: 6-layer rework COMPLETE since v1.18.0. Patrol (L1) + Investigation (L2) + Audit-NPC (L3) + Prison (L4) + AI-Corp Rework (L5) + Counterplay (L6) live (#226).

In CORP//LLM the police are no longer abstract probability — they patrol the city, see your crimes, can be bribed, can be raided, and you can hide from them. Three counter-actions give you choices about how to manage Heat instead of just “commit fewer crimes”.

Tiers

Three police tiers with different behavior and risk. Layer 1 ships Local only — higher tiers follow in Layers 2/5.

Tier Trigger Behavior Counterplay
Local Cops Sector heat ≥ 30 Patrol from Sec-Corp Precincts. Sight 3 nodes. Corruption-prone. Bribe (cheap), Relocate, Raid Precinct
CorpSec (Layer 2) Corp Crackdown Spawn from Corp HQ. Sight 4. Tougher, less corruptible. Diplomatic, Hacking
Federal Agents (Layer 2) Federal Heat ≥ RED RICO Task Force. Sight 5. Lethal. Lawyer, Asset Hiding

How patrols work

Spawn: every Sec-Corp Precinct in a sector spawns cops based on sector Heat:

Sector Heat Patrols
< 30 0
30-59 1
60-79 2
≥ 80 3
+ CRACKDOWN ×2 (max 10)

Movement: cops walk one node per tick on pre-planned routes (Precinct → 3 Building Entries → Precinct). Routes are cached — replan only at route-end.

Sight (BFS): a cop “sees” a crime when the crime’s node falls within its 3-node radius (BFS on the city graph). Sight contact with active crime → automatic Heat bump.

Tier Hood Heat Federal Heat
Local +5 +0.5
CorpSec +10 +1.5
Federal +20 +5.0

Heat bumps are deterministic — no dice roll. If the cop sees you, you take Heat. Period.

Counter-Actions

Three different options, each with its own trade-off:

BRIBE_COP — pay off a cop

Pauses a patrol for 7 days.

Strategy: repeated bribes on the same cop build up his corruption. Past 60% he becomes a permanent Dirty Cop (Layer 6) and actively shields you.

RAID_PRECINCT — strike the police station

Heavy blow against patrol infrastructure.

Strategy: last resort when a sector gets too hot and bribes are too expensive. Federal Heat penalty enforces restraint.

RELOCATE_OPS — relocate operations

Soft evasion. Cops see your crime but can’t pin it on you for 2 days.

Strategy: use after an EXTORT spree in a hot sector to break the immediate Heat spiral. Cops and the precinct stay active — only the trail of your presence fades.

Visibility

Patrols only show on the map in your scouted sectors (Fog of War, same as sector aggregates). Other players cannot see which cops you have bribed.

Determinism

All patrol mechanics are reproducible — same seed + day + tick yields byte-identical patrol state. Bribe catch-roll uses a separate RNG stream (tag 0xBC) independent of tick position.

Investigation System (Layer 2, v1.14.0)

When cops repeatedly see you, attention escalates from “sector heat” to personal cases against you.

Stages

Stage Threshold Investigator Decay
Beat-Cop spawns on first patrol-witness Anonymous 10 days idle → no further drop
Detective ≥ 5 Evidence-Tokens Named (Det. Voss, etc.) 10 days idle → Beat-Cop
Task-Force ≥ 10 tokens Named (Lt. Cross, etc.) 10 days idle → Detective
RICO ≥ 20 tokens + Federal-Heat ORANGE+ Federal Agent (SA Quintana) NEVER

Evidence-Tokens per crime: Petty=1, Moderate=3, Serious=7, Federal=15. Patrol-witness ×3 multiplier.

Counter-Actions

RICO Endgame

7-day countdown from RICO escalation. At 0 → federal seizure (50% Clean / 30% Dirty + hood-lock + possible elimination). While active: all heat bumps ×1.10. Only escape: LAWYER_RETAINER (Layer 6).

Audit-NPC (Layer 3, v1.15.0)

Federal Auditor physically travels to your front building. You see origin → target path + remaining days.

Prison (Layer 4, v1.16.0)

Arrested runners route to Inmate records in Prison nodes (severity → security level: petty/moderate→low, serious→high, federal→max). Prison DefenseValue augments rescue DC.

Counter-Actions

Prison Networking

Inmate accrues 1 contact per 7 days inside. On release/rescue/parole: contacts bank to Player.PrisonNetworkContactsBanked (lifetime counter).

AI-Corp Rework (Layer 5, v1.17.0)

AI corps now own real buildings + react to your presence.

Counterplay (Layer 6, v1.18.0)

LAWYER_RETAINER

Dirty Cops

Repeat-bribe on the same cop → at 60% corruption, permanent DirtyCop relationship. Cop ignores your crimes in their sector for the unit’s lifetime. Per-player sticky (bitmask) — other players see the cop normally.