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Orimichi

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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.

I totally agree, other megacorp must be targeted by criminal syndicate too!
 

SpectralShade

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I think crime should be tied in stronger with the trade value of a planet. A planet with lots of trade value should by default generate more crime.

I don't think so. If you look at cities and countries in the real world, it is not trade value that generates crime. It's the inability for people to eek out a living in other ways. Usually the worst areas regarding criminality are the poorest areas.
 

SpectralShade

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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

you could have saved on the precincts if you had one of your pop run around playing vigilante in a bat costume...
 

Sapa Inca

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I think that the default status for a average planet should be a small quantity of crime, in theory you should be capable of spam enforcer buildings but do this to reduce crime to 0 should consume more resources in long term than let a small quantity of crime unchecked.
Have 0 crime in all planets in a cost efficient way should be possible only for certain specific builds (nerve staple all slaves, miners and farmers or police state with social welfare or societies with all pops in utopia abundance for example).
 

Kheiran

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In my experience the true issue with crime at the moment is this:

It's either irrelevant or it screws up the entire planet.

I like the basic idea but I think it needs some more work. Especially for non authoritarian non police states I find it hard to believe you actually can achieve 0 % crime rate. On the Other hand Criminal branch offices push the crime rate very fast into highs that basically let the entire economy of the planet come to a standstill that you automatically want to wage total war on the crime syndicate to get rid of the crime rate ASAP. I think crime rates should move into ranges were it is annoying but tolerable until you either screw up your police forces or the crime syndicates overdo it.

At the moment there doesn't seem to be a middle ground which ist kind of said.
 

Paradoxon

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To be fair, 0% crime isn't 0% *crime rate*, it just means that the enforcers catch all/most criminals. Whatever you do, your pops will always generate some amount of crime.

I do however agree that crime in game tends to be an "all or nothing" type of situation. I'd have to check, but I'm not even sure crime does anything under 50%, bar the sporadic event ?
 

Avil

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To be fair, 0% crime isn't 0% *crime rate*, it just means that the enforcers catch all/most criminals. Whatever you do, your pops will always generate some amount of crime.

I do however agree that crime in game tends to be an "all or nothing" type of situation. I'd have to check, but I'm not even sure crime does anything under 50%, bar the sporadic event ?
I had "-20% planetary production for 10 years" event from 4% crime.
 

Paradoxon

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Uhuh, fair enough. The only crime-related event I've had so far wasn't even caused by crime, it was caused by a couple of unemployed pops I had, and even then, I had the choice between getting more crime on the planets with a few crime jobs or raising my unemployment benefits on the planet, and I could easily do the latter without trouble.
 

Kent_Lang

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Crime seems to have been put very little consideration into. Crime rises too high, too quickly and can just as quickly and easily be negated by decisions, governors and the free enforcers you get from the capital building. From what I've seen the effects of even maximum crime is quite mild which is has to be considering how quickly it can rise.

Crime IRL doesn't only affect trade, but also affects all forms of commerce and undermines the authority of the government. Why pay taxes to the government when you also have to pay taxes to mafias who offer you "protection" and wants to manage their money through the black market? They both encourage and help in hiding money from the government.

Not to mention murder, thefts, prostitution, rape, drug abuse which has massive societal consequences on stability and the social mobility of the population.

I would like to see crime giving more negative modifiers but also being rebalanced to rise much slowly. For instance you should get events such as black markets that reduces civilian goods generated, mafias that reduces energy credit generation and a lot more pops being stuck in crime related jobs. If crime is 100%, shouldn't that mean that nobody is following the laws which means that a greater portion of the pops are stuck in crime related jobs and you're seeing a lot less resources from the planet as well as low stability?

Crime syndicates should be reworked to see cuts from civilian goods and energy credits being siphoned from the affected civs that they set up branch offices inside and see these effects earlier.

I would also like to see some rework to the strata system with a new "education" mechanic where crime hampers this value and hinders pops from being promoted to the next strata.

In addition I would rather see enforcers and governors giving factors to the crime value of a planet rather than a subtraction, meaning that an enforcer can only reduce the crime value by a percentage like maybe 15%. 0.85^(number of enforcers) so 20 enforcers would reduce crime value to approx. 3%. For my capital planet as an example which has 84 crime from pops and no other modifiers, 4 enforcers would reduce that to approx. 43,8 while 8 enforcers would reduce that to approx. 27. Which a crime related governor the value could be multiplied with 0.75 again giving me a final score of approx. 17. By taking away the straight subtraction feature and replacing it with multiplication, we're ensuring that crime always is a factor in all planets and becomes worse with a lot of pops who add crime value to the planet. It also means that the player cannot eliminate crime through enforcers alone, but he can severely reduce it with enforcers. The penalties could show up earlier but be modified compared to the overall crime on the planet so the penalties for low crime is less severe while high crime is a lot more debilitating.

In addition I'd like to see things like crime being able to spread between planets (except for penal colonies), more direct action being taken against crime and criminal pops such as autocratic empires being able to straight up purge criminal pops.
 

ShaTiK

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Crime seems to have been put very little consideration into.
It's the same with everything in this update. It's rushed, sadly. Many nice things that were not balanced/fleshed out.
I like some of your ideas (apart from education for strata mobility, god please no, it will add totally unnecessary level of complexity for the sake of complexity, sorry). But they are really low on priority list right now - AI and performance are. These are 2 things that royally screw up the game right now. Plus balance pass on production values and prices for ships. And bugfixed, we always have these. Crime is really low on this list.
I hope they would flesh out this mechanic in a few months. But what I really want is AI (modders could only do so much after all) and performance. This my personal (and some other players) thing, game runs terribly even at the very start. And it didn't last update
 

Kent_Lang

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It's the same with everything in this update. It's rushed, sadly. Many nice things that were not balanced/fleshed out.
I like some of your ideas (apart from education for strata mobility, god please no, it will add totally unnecessary level of complexity for the sake of complexity, sorry). But they are really low on priority list right now - AI and performance are. These are 2 things that royally screw up the game right now. Plus balance pass on production values and prices for ships. And bugfixed, we always have these. Crime is really low on this list.
I hope they would flesh out this mechanic in a few months. But what I really want is AI (modders could only do so much after all) and performance. This my personal (and some other players) thing, game runs terribly even at the very start. And it didn't last update
I agree that performance and AI should be a priority. After all, if you can't run the game what good does any updates the mechanics do?

Also I was thinking that education could be influenced with the type of species policy and buildings you use so policies that give more consumer goods like Social Welfare give greater upward mobility while those that give less consumer goods like stratified or basic sustenance gives downward social mobility. There's already sort of that system in place but I'd like to see these promotions and demotions sped up depending on it. I liked for instance that one of the "bonuses" to the harmony tree increased the time it took for a pop to be demoted for specialist so if you change up your buildings on a planet you'll suddenly have a bunch of unemployed specialists which isn't really such a good thing every time and something I think the player should have more control over.

In another instance I wanted to have a specialist planet for scientists but most of my pops ended up becoming either unemployed workers or servants so I don't think it's a "complexity for the sake of complexity." It's more tools for helping the player control demographics and could be easily scalable with the tools already present in the game and understandable with a pinch of common sense.
 

Orimichi

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Yes, AI and performance should be a priority and? is this a reason to don't talk about what should be improved? Without performance and AI there is no game right, but with broken mechanics the game isn't fun, so both are important to talk about.
 

r3xm0rt1s

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To be fair, 0% crime isn't 0% *crime rate*, it just means that the enforcers catch all/most criminals. Whatever you do, your pops will always generate some amount of crime.

I do however agree that crime in game tends to be an "all or nothing" type of situation. I'd have to check, but I'm not even sure crime does anything under 50%, bar the sporadic event ?
I don't think 100% happiness populations generate crime. At least my game reports 'No crime', supressed or otherwise, on planets where everyone is as happy as possible.

It is hellishly expensive in consumer goods to manage though, might be more efficient to use enforcers.
 

Cannes

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I think that the default status for a average planet should be a small quantity of crime, in theory you should be capable of spam enforcer buildings but do this to reduce crime to 0 should consume more resources in long term than let a small quantity of crime unchecked.
Have 0 crime in all planets in a cost efficient way should be possible only for certain specific builds (nerve staple all slaves, miners and farmers or police state with social welfare or societies with all pops in utopia abundance for example).
This exactly! Reducing crime to 0% should be quite hard.
 

TheDarkMaster

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Enforcers reduce crime by too much (50% per precinct), syndicates increase crime too much. Step one for making it more interesting is to make a more granular system that works with smaller numbers. Step two is to make increasing your enforcer count be less building slot intensive as well as maybe adding other ways to reduce crime beyond enforcers and soldiers with martial law. Lastly crime itself needs to be made more interesting, with both passive effects for higher crime and event modifiers from it.
 

brn4meplz

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I have a Penal colony with no crime. And it has a +100% modifier to Crime. It has no justice halls or precinct house or anything. It’s like, minimum security penal colony.

I guess after a long day in the mines or fields people are too tired for thievery
 

Nitram26

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I think part of the issue is that building a presinct has only a very limited cost, yeah sure you lose a building slot and some energy credits but you still generate some unity no matter what so it might be worth considering to add atleast a small cost in amenities or some authorian attraction event if you get to -50 crime.
Another part of the problem might be that the effect of crime is so overly negativ in that if it is rampent it complettly collapses your whole economy which makes little to no sense for me if we are talking about organised crime since that strives for something sustainable which it isnt if your sociaty collapses in on itself.