This is a very small and self-explanatory modification: it's a mod that adds more crimes.
Crime:
effects (conditions)
Prostitution:
-RGO output, -CON
Outlaws:
-rich income, -middle income (colonial only)
Trusts:
+rich income -middle income, -poor income (factory, non-colonial provinces, Anti-Trust Law is not invented)
Murders:
+CON
Piracy:
-RGO output, -factory output (coastal and colonial only)
Cattle Raiders:
-RGO output (livestock and wool only)
Confidence Tricksters:
-rich income, -middle income (low literacy only)
Quackery:
-growth (low literacy only)
Truck Systems:
-poor income (colonial only)
Illegal Gambling:
-throughput, -RGO outptut, -CON
Bureaucratic Corruption:
+MIL
Judicial Corruption:
+MIL, +CON
Ballot Stuffing:
+50% voters, +5% random votes (no secret ballots or lower)
Vigilantes:
-CON, -growth (4 avg MIL)
Other changes
Renames Mafia to Organized Crime
Vote-related crime only appears if reforms allow it
Installation and Compatibility
Backup the txt, gfx and dds files altered by this mod, then extract the zip into your V2 base folder, or use JSGME to install [recommended]. Delete the files to uninstall manually.
Compatible with anything that does not alter crime too drastically. The UI (.gfx) files may clash with mods such PDM that add resource sprites. To fix, open the gfx files in the conflicting mod, search for the "crime" values and change their noOfFrames from 9 to 23
Known issues
Some of the original crimes are not supposed to appear until an invention is discovered, but do so from the start anyway: Anarchic Bomb Throwers, Citizen Guards and Terrorist Cells. I have reported this as a bug, and tried adding those inventions as triggers in crime.txt, but am not sure if that has fixed it.