It's just in my games, or crime is totally irrelevant, the capital building reduce crime too much, even with a corrupted governor i'm under 0% and there is a big gap
It's just in my games, or crime is totally irrelevant, the capital building reduce crime too much, even with a corrupted governor i'm under 0% and there is a big gap
Crime really shows up when you're not megacorp, and there's a criminal syndicate out there.
Base line, crime is quite irrelevant, indeed.
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.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.
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.
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.
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.