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Person012345

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Yeah no, the design of the system isn't really that there should necessarily be no crime and building so many precinct buildings to get rid of it all may be unnecessarily gimping yourself. I would like the whole thing to be rebalanced so crime syndicates produce a little less insane amounts of crime, but native criminality is higher.
 

Eled the Worm Tamer

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The ting I would like to see is a trade off, so crime has problems. But huge armies of enforcer have differing problems. Zero tolerance panopticon police states are not without drawbacks after all.
 

Snoipah

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Theres3 criminal empires but I'm a Mega Corp. As for the other optoin. If the only way to get crime "natavely" is to deliberately build a particular kind of world badly thatskind of making my point that the whole crime subsystems need a look, no? If theres no natave crime arrising theres nothing for Criminal empires to take advantage of. Balance from crime instance to its effects, to the responce is all out of whack.
Natavely is not a word, I have no idea what you're trying to say.

Also, a Ecumenopolis that focuses entirely on alloys is not a bad world, it's an amazing world cause of the bonuses forge world gives.
 

Barcode180

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Theres3 criminal empires but I'm a Mega Corp. As for the other optoin. If the only way to get crime "natavely" is to deliberately build a particular kind of world badly thatskind of making my point that the whole crime subsystems need a look, no? If theres no natave crime arrising theres nothing for Criminal empires to take advantage of. Balance from crime instance to its effects, to the responce is all out of whack.

There is innate crime on all planets though. Every pop you have increases the crime on the planet. The percentage is almost always zero because the enforcer that comes with the administration building is usually enough to bring it to zero (along with any other modifiers you might have reducing crime).
 

Eled the Worm Tamer

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Natavely is not a word, I have no idea what you're trying to say.

Also, a Ecumenopolis that focuses entirely on alloys is not a bad world, it's an amazing world cause of the bonuses forge world gives.

Dyslexic... are you so narrow in your thoughs you cannot extrapolate from 'native' abet mispelled, because it has an -ly suffix? (if english isnt your first langage please ignore that snark)

And its funny I have right now in my mega church a world that's got 12 out of 23 slots filled with foundaries, not one precint(1 psi corp I grant) and 0% crime. Infact I can see that 281 pops of a range of species that would shame Far point station generate all of 77 crime, one system capital complex negates 90 of that alone.

the innate crime per pop vs crime fighting per enforcer is such that there is no relevant 'natural' or present without external action, degree of crime.
 

Snoipah

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Dyslexic... are you so narrow in your thoughs you cannot extrapolate from 'native' abet mispelled, because it has an -ly suffix? (if english isnt your first langage please ignore that snark)

And its funny I have right now in my mega church a world that's got 12 out of 23 slots filled with foundaries, not one precint(1 psi corp I grant) and 0% crime. Infact I can see that 281 pops of a range of species that would shame Far point station generate all of 77 crime, one system capital complex negates 90 of that alone.

the innate crime per pop vs crime fighting per enforcer is such that there is no relevant 'natural' or present without external action, degree of crime.
You have 281 pops on a world with no precincts and no crime?
 

Eled the Worm Tamer

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You have 281 pops on a world with no precincts and no crime?

The great world-city of Eledtopia stands at present at 293 pops, and 0 crime after modifyers.
It is the capital of a fanatic spiritualist / xenophile megachuch, and its govenour is corrupt. The world in total preesntly generates 70 base crime from its population, +25 for the govenour. It has 21 foundary, and 11 residental arcologies, and Ivefinished all tradition trees.

That 95 is then reduced by 90 from enforcer sfrom the capiltal building -15 from artifical moral codes and a further 18 for the corrupt Govenour's skill as he's level 6.

The rares at which enforcers reduce crime, aginst which it is created innately, are out of balance. Even with the planet spanning agora that proviide so much trade and so many ameanites, infact if anything becase of the trade, I'd expect... honestly I'd expect to have to do something about the crime... say not wipe the Psi corpbuilding a while back.
 
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Snoipah

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The more powerful a corrupt governor is the less crime is produced
6fe.jpg
 

Eled the Worm Tamer

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Check if you like, Corupt is a flat 25 to crime and govenours reduce crime based on level.

This is what I am saying! the things which cause crime are completly out of balance with the things that reduce crime.
 

GC13

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The great world-city of Eledtopia stands at present at 293 pops, and 0 crime after modifyers.
It is the capital of a fanatic spiritualist / xenophile megachuch, and its govenour is corrupt. The world in total preesntly generates 70 base crime from its population, +25 for the govenour. It has 21 foundary, and 11 residental arcologies, and Ivefinished all tradition trees.
o_O You'd need an average happiness of 88% to have such low crime. HOW?
 

Eled the Worm Tamer

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o_O You'd need an average happiness of 88% to have such low crime. HOW?

I have like 100+ positave ameanites, social welfare, the moast generous food thing. I get all my energy from mining stations and trade so I have a lot of clerks/merchants, infact on Eledtopia Clerks are the only workers.

Its worth noting that Eledtopiahas the highest crime rate of any world within the Universal Church of Eled's formal borders.
 

Snoipah

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"Made AI a bit less maniacal about stomping out every iota of crime to allow the criminal megacorp playstyle"

It's intentionally making the AI dumb in order to make the playstyle (a recent DLC at that) more viable?


How yal feel about it?

"oh look, a crim syndicate. well the only thing to do now is employ 60% of my middle class as police officers now"
 

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o_O You'd need an average happiness of 88% to have such low crime. HOW?

Ok on Eledtopiathe overall aproval rating is 87% (90/87/87 by strata from ruler>worker) with 209 surplus ameanities, what else do you need to know? I cant give the pop break down becase the founderrace and largest single demographic is 6% of the pop and I can no longer read the full breakdown.
 

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Ok on Eledtopiathe overall aproval rating is 87% (90/87/87 by strata from ruler>worker) with 209 surplus ameanities, what else do you need to know? I cant give the pop break down becase the founderrace and largest single demographic is 6% of the pop and I can no longer read the full breakdown.
Man, Eledtopia is right... What do I have to do to get me some of those amenities?
 

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Man, Eledtopia is right... What do I have to do to get me some of those amenities?

6 comerse megaplexes, finish prsoperitytree, theres a branch office nuilding that gives +10% ameanites on all worlds and the top tier church oh and the basic tier corporate culture site. Edit: and 1 paradise dome so I can get 300 pops and thus another Merchant.Oh and dont forget the bonus from being a capital world.

I wanst eventrying that hard...I mean the comerseis just how I get consumer goods/energy.

Edit: Just to show off, Eledtopia alone to say nothing of the feeder colonies on the former homeword of Terra, or our colonies Albion and Iceland generates 786 trade value.
 
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Likely the issue was the AI was prioritizing that above everything else. If the AI is wasting time and resources constantly suppressing crime, it’s not doing other things. The AI was likely wasting a building slot every time the crime inched above 5%

The bug fix likely just adjust when the AI begins the worry about crime to something other than “jay walking is a capital crime and we must create a police state to address this abomination”
 

Mauer

Swarmherald
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Oct 7, 2012
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Yeah, having some crime is NBD, I actually played with 100% crime in my homeworld because the only megacorp who wanted to build branch offices in it was a Crime Syndicate, losing 4 POPs to crime jobs wasn't too bad considering the perks of having the branch office jobs and the cost of losing building slots and POPs on precinct jobs.