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tinculin

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I tend to agree, it’s a mechanic that seems to have little function outside of a criminal corporation setting up roots on your planet.

Not sure if that’s intended or not?
 

Orimichi

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Crime really shows up when you're not megacorp, and there's a criminal syndicate out there.
Base line, crime is quite irrelevant, indeed.

It's really bad, you should have crime even without that, and criminal syndicate have to take advantage of that. If I remember correctly, if they want to have the same amount of credit than an other megacorp, they need 50% crime and i thought it's really easy for one empire to make it go down to 0, no?
 

Serenity84

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The only time I had issues with crime was with massive unemployment. I put a large fraction of the population on "assimilation" to make them psionic. I didn't realize that this would make them unemployed. So workers suddenly took the free specialist jobs and the newly psionic pops took a long time to demote to workers. This caused a lot of instability and crime.

But otherwise things are very stable
 

MaP_Prime

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Crime hasn't been an issue for me. I started a new game yesterday and even with a starting governor with corruption crime never really became an issue. I have never built a police station (I forget what the building is called in game) and the only time I had anything approaching crime to even worry about a little came after I conquered a few planets from a neighboring empire. After the conquest there appears to be a period of time where some of the inhabitants are rendered unemployed as I redevelop builds and the like, and while I wait for them to be demoted crime seems to go up, but then drops off as they find jobs.
 

Leylos

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Agreed, I have 0 crime on all my planets and I didn't even bother building a precinct on any of them.

I'm at 1000 pops in total, with a good amount of overcrowding and unemployment, but unless I conquer a recently devastated world, crime simply does not exist.
 

Silens

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I think it's a balance thing.

Right now a criminal syndicate can grow crime quite high so that you need two or three building slots just to keep it in check.

If crime were to rise quite high on its own, a criminal syndicate could push your crime value far beyond extreme levels. And given how much even one messed up planet can wreck your economy, I'm fine with crime as it is now.
 

anamiac

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Crime has been rampant on my planets because I was an idiot and choose synthetic ascension. Besides promptly wrecking my economy hard and requiring two decades to sort out the mess, it also made it so that all of my planets produce a robot population every year whether I want them to or not. Couldn't see any way to tell overpopulated planets not to manufacture robots as the robot makers are on the friggen planetary capital building. Can you say immersion breaking? I got planets that have 60 unemployed pops now. Lots of annoying popups about unemployment - always choose the crime over giving them more consumer goods. If you build one of the enforcer buildings then you don't have to worry about crime, but honestly, I don't know what crime actually does.
 

Avil

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I think it's a balance thing.

Right now a criminal syndicate can grow crime quite high so that you need two or three building slots just to keep it in check.

If crime were to rise quite high on its own, a criminal syndicate could push your crime value far beyond extreme levels. And given how much even one messed up planet can wreck your economy, I'm fine with crime as it is now.
Yep, and that's kinda wrong. You can't be a shady corporation, that is hard to kick out because you don't work too aggressively. If you're criminal syndicate, you have to go ham on crime numbers, or risk to be kicked out. Maybe there's should be "exposure" number, based on how much crime caused by pops and by syndicate activity.
 

Orimichi

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I think it's a balance thing.

Right now a criminal syndicate can grow crime quite high so that you need two or three building slots just to keep it in check.

If crime were to rise quite high on its own, a criminal syndicate could push your crime value far beyond extreme levels. And given how much even one messed up planet can wreck your economy, I'm fine with crime as it is now.

So, you'll need higher crime without syndicate and less effect of the crime syndicate on it !

But crime syndicate building give just, 40 crime at the maximum, even with 4 building like that, it's 160 so just 6 enforcer to compensate just a little more of one hall of judgment, it's really a few...
 

WhapXI

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Crime from slaves tends to be the only real source for me.

Interestingly, Nerve stapled doesn't eliminate crime from a pop. For crime purposes it counts as 50% happiness and therefore a nerve stapled pop is always outputting 1 full crime. I think this is probably an oversight but still. Slave worlds of placid, apathetic, and apolitical pops become riddled with smugglers and crime lords apparently.
 

Rezca

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Generally had fairly low to 0% crime in my first game. I was a Hive Mind but only got my first major Crime spree when I conquered a few planets from a neighbor and despite the many crime fighting buildings I put up, my pops all preferred to take every job *except* those. So I had to go and manually tear down every district and set the priority of every other job to zero before they got the hint. One of the two planets finally had crime drop below 30, the other remained constantly at 95+ so I eventually just terraformed it to a Hive World to start killing off the livestock mushrooms living there.
 

Nikotinlaus

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Funny enough the only Empire that had some issues with crime (or deviancy in that case) is my current hive mind run. The hunter seeker drones are less efficient than enforcers so you actually have to build 1 building per when it goes over a certain number of pops.
 

Azhcristokos

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The only time I had crime (deviancy, since I was a hive mind) become an issue was when I invaded a pre-FTL world in the Early Space Age and turned the locals into livestock. It took me a sec to figure out that I couldn't just click an edict and be good, so I had to grow some drones to fight back. This was a minor inconvenience and I think I ended up assimilating them all anyways.

Beyond that, nothing. In my current egalitarian/spiritualist run, everyone is so happy that there is no crime; in my previous authoritarian Aristocratic Elite runs, the nobles were so happy that the peasants didn't matter. Never needed to build a precinct. Crime really should be a lot more of a problem.
 

Paradoxon

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Crime has been rampant on my planets because I was an idiot and choose synthetic ascension. Besides promptly wrecking my economy hard and requiring two decades to sort out the mess, it also made it so that all of my planets produce a robot population every year whether I want them to or not.

Just for the record, Machine Empires have a decision that completely stops robot production on a planet without malus instead of the organic decision. I wonder if ascended synths get it too, you should probably check.
 

TheDungen

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Well no event can fire which can create criminal jobs which are bad and lower stability.
 

Frozen Yakman

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I think High Crime needs to be a valid playstyle for Crime to be a really good mechanic. Using slaves, being a Barbaric Despoiler or getting the raiding Ascension Perk should come with a base amount of crime and you can either choose to put it down or exploit it gaining an upside and a downside of more crime. Similarly certain other technologies should have some extremes that result in crime like Chemical Bliss resulting in a drug-running sub-culture. Going down the genetic path could result in illegal gene-mods and some odd variant pops. Using too many enforcers would drop you below the crime threshold needed for those techs to function. Similarly having too many enforcers would also drift your ethics towards Authoritarian so there needs to be a similar job to counteract that ethical drift if you don't want it.
 

Xeorm

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Crime has been rampant on my planets because I was an idiot and choose synthetic ascension. Besides promptly wrecking my economy hard and requiring two decades to sort out the mess, it also made it so that all of my planets produce a robot population every year whether I want them to or not. Couldn't see any way to tell overpopulated planets not to manufacture robots as the robot makers are on the friggen planetary capital building. Can you say immersion breaking? I got planets that have 60 unemployed pops now. Lots of annoying popups about unemployment - always choose the crime over giving them more consumer goods. If you build one of the enforcer buildings then you don't have to worry about crime, but honestly, I don't know what crime actually does.

You can always choose to limit jobs. In the population screen for the job on the right hand side there's a plus and minus button. If you don't want the robot making job to keep producing, click the minus button.