@BarnCape You have to select the megacorp authority first. Which requires the megacorp DLC. Once you pick megacorp authority you will see the megacorp civics, which include criminal and church
AI don't seem to repair buildings either... There was a branch office on my capital world and when i reached 50 pops the AI built a building, but i resttled some pops of my capital to a new foudn colony, bringing me below 50 pops and ruining the branch office building, it never got repaired eventough the same planet houses over 100 pops nowIt's more likely that crime used to be higher there, and it hasn't replaced the buildings. The reluctance to replace is also a thing that will be looked at.
There needs to be a social cost to show the problems of just paving a planet in goverment santioned enforcers. Police states are not stable things and large bodies of police quickly become self justifying. That would give a way to balance it out ina more R-P-S way, if too much crime then police, if too many police then unrest, if high unrest, then to quote prachet "If you are going to have crime it might as well be organised crime" yo might see a situation where turning a blind eye to the Astro-mob is better than facing political insurection.
I think we might also need some sort of, corruption index, based on wealth disparity across a civ and things to better target crime.
The problem may lay with the fact that crime can go to zero. If you make it so you have diminishing returns with a soft cap on the minimum level of crime and you might make criminal syndicates playable. Basically make the only sure fire counter to be a governor with the righteous trait.
Crime is 25% do I build a 4th precinct to lower crime by 2.5% per enforcer and lower it to 20% or do I call 25% good enough and build something useful?
Fact you might find funny: The first time I saw the trait righteous was when my starting governor got it at level two. We are a subversive cult. LOL
Believe it or not, this issue used to be much worse. The AI used to queue up as many as it could afford, because it did not register the effects of one being built. Now it should only build one at a time if there is still crime.
While I have played a crime syndicate under these circumstances without getting completely shut down, I agree that it really needs a balance pass.
It's more likely that crime used to be higher there, and it hasn't replaced the buildings. The reluctance to replace is also a thing that will be looked at.
Now that ya mention it & I think about it... I wonder if Crime Corps can put Branch Offices on Penal Colonies...?Another issue with crime being so easy to manage, is that it makes the really cool concept of penal worlds obsolite. No need for them.
A possible solution for criminal empires never getting off the ground may be to make low levels of crime desirable.
A possible solution for criminal empires never getting off the ground may be to make low levels of crime desirable.