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TheDarkMaster

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Suggestion: going over the admin cap should increase crime rather than tech costs. This would open up more design space for multiple ways to lower your crime.
Absolutely not. The administrative cap isn't suppose to be something you have to avoid going over, increasing it just means lower costs.
 

Pyoro

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Well, also increasing crime rate is making some sort of sense; after all in a bigger empire you'll have more trouble keeping everything stable without any sort of specific effort to do so. That wouldn't necessarily mean you'd have to strictly stay below.

But maybe a big part of that is covered by increased piracy anyway; of sorts.
 

Silens

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Absolutely not. The administrative cap isn't suppose to be something you have to avoid going over, increasing it just means lower costs.

Inefficient administration, however, is a major cause for corruption and crime of all sorts. But for the sake of gameplay I'm fine with it as it is. I don't think we need even more deterrents for wide players.
 

Xephos Demonslayer

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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 turn off your roboticist jobs.
Go to the pops tab, and go to specialists, pan down to roboticists, and click the little minus button until they aren't employed anymore. Problem solved.
If people read the Dev Diaries in the literal months the expansions get worked on (where the devs often and happily reply to questions about how things will work, even occasionally taking our suggestions), they'd have a grasp of basic mechanics and would know they could do stuff like this. From taking 20 minutes every Thursday since September, I knew how almost everything worked, and instead of trying to figure it out for an hour before even unpausing, I only had to take a trial run to figure out how to balance my economy.