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Person012345

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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.
I don't know about ascended but for regular machine empires there's a planetary decision to stop drone production.
 

Orimichi

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The problem is you have a few buildings to counter is it never going to be an issue or you just overspam like the A.I did which was silly..Some sort of organic system is needed.

No, it will become a choice, do i fight crime, or i don't care and use building for other things? Now we don't have any choice, we already have too much enforcer.
 

Dsingis

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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

As a Slaver empire, I can tell you crime is definitely not irrelevant :D

Well, if you make you people happy, and give them jobs, then nobody has a reason to be criminal.
Most crime is generated from unemplyed POPs, if you don't have high enough living standards, and from POPs that are unhappy, even slaves.
 

Masoz

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There's a new "Corrupt" governor trait that adds +25 crime to all planets they are governing. That's quite a spike, and it could suck to lose a valuable governor... but it's still just way less costly just to fire them then to start building precincts in all those sectored planets. If you're not a slaver+Megacorp like I am in my current game, then you might not even care.
 

Leylos

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There's a new "Corrupt" governor trait that adds +25 crime to all planets they are governing. That's quite a spike, and it could suck to lose a valuable governor... but it's still just way less costly just to fire them then to start building precincts in all those sectored planets. If you're not a slaver+Megacorp like I am in my current game, then you might not even care.

I can't say that ever affected me at all. I currently have 12 planets split up across 4 sectors. None of the planets have any precincts. 3 of my governors are corrupt. I have 0 crime on all my planets.
 

Sifer2

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Yeah it hasn't been an issue at all for me. I had a little bit from a corrupt governor. Who I could probably just fire an replace if it was enough to matter but it wasn't. Then I got an event once about crime forming on a planet due to high unemployment. But generally all my worlds at 0 crime, and I don't even bother to build Police precincts. Amusingly the AI seems to think it's a really big issue though an they build lot's of police destroying their economy. I kind of wonder if it was a lot stronger before, and they just nerfed it right before they put out the live build but the AI still thinks you need police.
 

Bobylein

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I had huge crime problems on planets I conquered, one planet was Gotham even after 2 precinct houses and martial law for over two decades because crime events kept happening and made ever more crime and devastation happen.

After I built at some point 4 precinct houses and another decade, I got finally rid of it.. And there was no criminal syndicate, only very very unhappy population
 

ShaTiK

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Someone know how the crime generation is calculate?
Crime value have a tooltip that shows the sources. Every pop, even employed one, generates crime. Unhappiness, unemployment, homelessness are factors increasing pop's crime value. Pop's political and civil rights, as well as it's consumer goods 'allowance' are also a factor, but only because these affect pop happiness. Plus special stuff like crime syndicate special building, if you have them. That's it, as far as I understand it
 

ShaTiK

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Right now crime feels very binary. Either you have a normal planet, with decent conditions (home-job-amenities triad), so that government building provided enforcers + even lvl 3 governor are more then enough to keep natural pop crime. So in this case crime is literally non-issue for you, no events, no effects, nothing.
Or you have recently conquered/blockaded planet, with crime levels above 30. In which case you fix the needs triad first - and then just wait a bit. Because, again, government building enforcers would take care of base levels + a bit above, so crime would go down. Since reason for the crime is bad situation on a planet - thing you could easily fix.
Third example would be crime syndicate, but all that does is artificially inflates your crime levels. In which case you just need to temporarily increase your crime suppression - precinct or 2 usually does the trick, maybe throw good governor and martial law in the mix.
I feel the only way to make crime somewhat an issue for everyone (and let's be honest, crime is a factor no matter how good or well-maintained you society is) is to change enforcers from -20 crime per work slot to -10 and -10%. This way you can have a choice - having few precincts to cull all the passive crime from pops. Or have, say, 1 precinct+capitol building, which would give you 40 flat and 40% crime reduction. So effect of crime would be very small, even negligible, but the crime would still be there. That being said tho, if crime effect would be negligible with just 1 precinct, so why even bothering with splitting crime fighting values in the first place..
 

Matoro_TBS

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I tend to always have some crime when playing authoritarians or anything with slaves. This of course is easily countered with enforcers. It's just because I prefer building another forge or lab instead of police station.
Basically only bad things from crime are the events that create criminal jobs, which isn't that bad. When I got a syndicate on ny ecumenopolis I deliberately made my crime go to 100% while having good stability with mob leader pact and aristocrats etc. I lost 3 trade value thtough criminal jobs and got 150 credits from the syndicate office as the crime buffed their effectiveness.
That showed me that you can have stable planets with 100% crime. Not sure if it's intended. It's would be a lot more brutal if crime lowered the stability, too.
 
Last edited:

dezzmont

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Crime seems to indeed be irrelevant and syndicates are broken, but making crime worse or enforcers weaker seems like it would be extremely unfun as well, unless buildings were reworked so more 'hybrid' buildings exist. Honestly my biggest disappointment with Megacorp is that buildings all do one, and only one, thing for the most part, which makes it just a biiiiit too static, and makes specialized buildings for niche issues like crime kinda lame.
 

Avil

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Basically only bad things from crime are the events that create criminal jobs, which isn't that bad.
Drug trading reduces production of your whole planet by 20% for 10 years. I think, it's pretty bad.
And I got that event at 4% crime o_O How the hell it's possible to drug the whole planet with that percentage of criminals?
 

Zergash

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Don't you think it's silly that we cannot open branch offices on other corporate worlds? I mean, you could live with an additional penalty, but basically as a megacorp i do not have to employ any enforcers unless I have high unemployment rates.