As explained here, there is an inconsistency in the handling of bounties by the system populator.
If a ship that has no bounty defined in its shipdata is added as a pirate, it gets a bounty assigned by the populator. The same applies if it is added as an escort for a pirate ship.
However, if a ship that has a bounty <> 0 defined in its shipdata is added in a role which would assume being clean, like a hunter, or an escort for a clean trader, the populator just takes the bounty from shipdata unmodified.
That seems buggy to me, and leads to the strange phenomenon of clean traders having fugitive escorts, or, since currently clean traders reject non-clean escorts, the strange phenomenon of fugitives hanging around the main station after a trader with escorts has launched. It also leads to hunters which to the player must look like pirates, although they continue to behave like hunters, which—I am quite certain—is not what their creators intended.
Therefore I think that the populator should work both ways: making sure that a ship which actually functions as a pirate (roles "pirate", or "escort" of a pirate) does get a bounty, and also make sure that a ship which is supposed to be clean or even on the side of the law (roles "hunter", or "escort" of a hunter or trader) does not get a bounty.
In other words: bounties assigned in shipdata should only be assigned if the ship is spawned with a custom role, or with role "trader". Pre-defined bounties for pirates are already ignored by the populator, I only vote for ignoring them for some more (probably all) of the generic roles.
bounty handling for generic roles
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Laid out like that, it makes perfect sense to me.
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