I think I've found something more inconsequential than Crime

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FleetingRain

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Deviancy.

This is not an uncommon scenario: Drones are locked in 50% Happiness, so they all produce 1 Deviancy. Considering Hive Minds are focused on massive pop growth, you get high deviancy very fast.

But then you look at this and... why bother? 79% Deviancy should eat my planet alive. But I'm only losing 3 Energy Credits; one sixth of a generator district covers this loss (I'm producing 7.7 per Tech-Drone right now). I also think the Drone Deviancy modifier is bugged, because it says it gives +1 Deviant Drone job and then +1 per 33 pops, and yet I only have 3 Deviants (I should have 4).

So not only it is easy to control Crime in non-Gestalts, even Gestalts see no issue with Deviancy; nevermind that Deviancy should probably be much more severe than some criminal goons running around.

I do have some ideas to make Crime/Deviancy more involving and consequential, but I'd really like to know if anyone else feels the same about Deviancy, and whether the devs are working on improving both features.
 

Nikotinlaus

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There is a event that gives -20 Stability for 10 years that fires sometimes at high deviancy. That one actually hurts quite a bit. I only had it fire on recently conquered worlds as a devouring swarm though so it might only be able to fire when stability is already below 50.