So, just a little thought I had, but some potential I think.
One of the issues with Crime right now is its relatively static. It's based on how much unemployed pops, and enforcers, once employed can quickly reduce any crime threat. With the reveal of the Infiltration level, however, I think doing something similar for Crime would make it a more interesting metric.
How it works:
Each colony has a Crime Growth Rate, and a Crime Level. The Crime level represents the totality of crime incidents and general lawlessness on a colony, and determines when events can trigger, and detirmines how many Criminal Jobs are on the planet (aside: remove the cap, there should be as many as you need).
The Crime Growth Rate, is detirmined by a few factors, such as total pops, unemployed pops, unhappy pops, previous crime events, and outside actors (Syndicates).
Now, however, Enforcers don't reduce the overall Crime level, they can just impact the growth rate.
What it Means
Because enforcers impact a growth rate, rather than a static amount, you have to plan ahead if you anticipate crime. Enforcers might only be able to reduce growth, not necessarily even stop it without a major civic (police state), or edict. Furthermore, if you wait for crime to build up, it could start to feed on itself, and trying to rein it in will take LOTS of time - leaving ample opportunity for bad effects to set in OR syndicates to take advantage.
Thoughts?
One of the issues with Crime right now is its relatively static. It's based on how much unemployed pops, and enforcers, once employed can quickly reduce any crime threat. With the reveal of the Infiltration level, however, I think doing something similar for Crime would make it a more interesting metric.
How it works:
Each colony has a Crime Growth Rate, and a Crime Level. The Crime level represents the totality of crime incidents and general lawlessness on a colony, and determines when events can trigger, and detirmines how many Criminal Jobs are on the planet (aside: remove the cap, there should be as many as you need).
The Crime Growth Rate, is detirmined by a few factors, such as total pops, unemployed pops, unhappy pops, previous crime events, and outside actors (Syndicates).
Now, however, Enforcers don't reduce the overall Crime level, they can just impact the growth rate.
What it Means
Because enforcers impact a growth rate, rather than a static amount, you have to plan ahead if you anticipate crime. Enforcers might only be able to reduce growth, not necessarily even stop it without a major civic (police state), or edict. Furthermore, if you wait for crime to build up, it could start to feed on itself, and trying to rein it in will take LOTS of time - leaving ample opportunity for bad effects to set in OR syndicates to take advantage.
Thoughts?
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