Currently, crime is very boring, and the crime lord deal is OP. That said, the system as it is currently is a good base, and with some simple expansions I would be quite happy with it. This suggestion inspired by discussion in this thread.
First, some light balance.
Currently, crime has no direct effects. Since the Crime lord deal disables all the negative crime events, it means that max crime with the crime lord deal has no downside. With crime giving a small stability malus, it means that the less crime there is, the less effective the crime lord deal is (due to it also giving 50 crime). Only when crime is naturally high does it start to become beneficial.
Besides events, the other negative aspect of crime is that you will get some pops working as criminals. A criminal gives a whopping -1 trade value. Oh no. How will your economy ever recover? This is boring and weak. Instead of just making the criminal job more painful though, I figured that some other types of criminal jobs could be added.
New Criminal jobs
New Modifier jobs
Criminal Underworld - This world is home to a large criminal underworld.
+15 Crime
+1 Criminal Job
+1 Criminal Job per 33 crime
Center of Drug Trade - The world has become a major center of drug trade. Illegal narcotics are being smuggled planetside on a daily basis, with a large segment of the populace being regular users.
+30 Crime
+1 Smuggler
+1 Drug Dealer per 33 crime
Gang Wars - The world is currently in the middle of a very destructive gang war between two or more organized crime factions. Heavy fighting is ongoing between the rivaling gangs, with local security forces trapped in the middle.
+30 Crime -5 Stability
+100 army starting expereince
+1 Trafficker
+1 Mobster per 33 crime
Criminal Hive (New) - The world has become a hive of scum and villainy, with ten thousand different petty gangs constantly in conflict. The constant chaos has prevented large organizations from forming or taking hold.
+30 Crime
+1 Drug Dealer
+1 Trafficker per 33 crime
Mob Rule - The world is currently dominated by a single criminal organization. They have infiltrated all layers of society, and little happens here without their involvement or permission.
+30 Crime
+1 Don
+1 Mobster per 33 crime
There are also some changes to a couple of the temporary modifiers that can pop up. Substance abuse now gives +1 Drug Dealer and -10% job production. Smuggler activity gives +1 Smuggler and -10% trade value.
Now currently, the crime lord deal prevents ANY events from firing. I'm changing this so that if crime reaches 30 with the crime lord deal, the Criminal Underworld fires anyway. If crime reaches 80 with the crime lord deal, it's replaced with Mob Rule. Have to be careful dealing with criminals, or things might get out of control...
One negative aspect of the fact these job changes drastically lowers trade value is that it hurts criminal syndicates. To remedy this, Criminal Syndicates would simply ignore the losses from various crime jobs when the calculate how much they make. This would require a bit of extra coding work, but is the easiest solution I think.
---
On a slightly separate note, there would also be special jobs added related to low stability and revolt. These would also occupy the criminal 'strata'. To take one of these jobs, pops would need to be part of an unhappy faction and unhappy themselves.
When I have time later, I'll take a look at Gestalt Deviancy. I hope I can make them more interesting, as well as unique from each other.
First, some light balance.
- Enforces only reduce 20 crime (down from 25)
- Every 10 crime gives -1 stability.
Currently, crime has no direct effects. Since the Crime lord deal disables all the negative crime events, it means that max crime with the crime lord deal has no downside. With crime giving a small stability malus, it means that the less crime there is, the less effective the crime lord deal is (due to it also giving 50 crime). Only when crime is naturally high does it start to become beneficial.
Besides events, the other negative aspect of crime is that you will get some pops working as criminals. A criminal gives a whopping -1 trade value. Oh no. How will your economy ever recover? This is boring and weak. Instead of just making the criminal job more painful though, I figured that some other types of criminal jobs could be added.
New Criminal jobs
- Criminal: -5 Trade Value | These criminals live outside the bounds of legal society, some by choice and some by circumstances.
- Trafficker: -10% pop growth. -5% happiness. | The kidnapping and sale of sapients, while rare, creates many horror stories and nightmarish tales.
- Smuggler: -10% trade value. | Pilots, drivers, and middle men who move goods without tax or tariff.
- Drug Dealer: -10% job output. +5% happiness. | Illegal and addictive, these drugs promise escape but only create chains of dependance.
- Mobster: -10 Trade Value | Coordinated and efficient, organized crime lives up to it's name.
- Don: -0.1 Trade value per pop. | Dons, and the Mob Bosses under them, coordinate the wide scale rackets, embezzlements, and money laundering schemes that engulf this entire planet.
New Modifier jobs
Criminal Underworld - This world is home to a large criminal underworld.
+15 Crime
+1 Criminal Job
+1 Criminal Job per 33 crime
Center of Drug Trade - The world has become a major center of drug trade. Illegal narcotics are being smuggled planetside on a daily basis, with a large segment of the populace being regular users.
+30 Crime
+1 Smuggler
+1 Drug Dealer per 33 crime
Gang Wars - The world is currently in the middle of a very destructive gang war between two or more organized crime factions. Heavy fighting is ongoing between the rivaling gangs, with local security forces trapped in the middle.
+30 Crime -5 Stability
+100 army starting expereince
+1 Trafficker
+1 Mobster per 33 crime
Criminal Hive (New) - The world has become a hive of scum and villainy, with ten thousand different petty gangs constantly in conflict. The constant chaos has prevented large organizations from forming or taking hold.
+30 Crime
+1 Drug Dealer
+1 Trafficker per 33 crime
Mob Rule - The world is currently dominated by a single criminal organization. They have infiltrated all layers of society, and little happens here without their involvement or permission.
+30 Crime
+1 Don
+1 Mobster per 33 crime
There are also some changes to a couple of the temporary modifiers that can pop up. Substance abuse now gives +1 Drug Dealer and -10% job production. Smuggler activity gives +1 Smuggler and -10% trade value.
Now currently, the crime lord deal prevents ANY events from firing. I'm changing this so that if crime reaches 30 with the crime lord deal, the Criminal Underworld fires anyway. If crime reaches 80 with the crime lord deal, it's replaced with Mob Rule. Have to be careful dealing with criminals, or things might get out of control...
One negative aspect of the fact these job changes drastically lowers trade value is that it hurts criminal syndicates. To remedy this, Criminal Syndicates would simply ignore the losses from various crime jobs when the calculate how much they make. This would require a bit of extra coding work, but is the easiest solution I think.
---
On a slightly separate note, there would also be special jobs added related to low stability and revolt. These would also occupy the criminal 'strata'. To take one of these jobs, pops would need to be part of an unhappy faction and unhappy themselves.
- Dissident: -5 unity. -100% Governing Ethics Attraction. - Some speak openly on the streets and the net, others leave leaflets and spray-painted slogans. Their message is the same.
- Terrorist: -10 unity. -5 stability. - Some have so little faith in the government, they would rather burn it to the ground then work within the system. The ends justify the means.
- Saboteur: -20% job output. - Computer viruses, cut wires, jammed gears. There are a hundred ways to grind an assembly line to a halt, and a thousands angry workers willing to perform direct acts of rebellion.
When I have time later, I'll take a look at Gestalt Deviancy. I hope I can make them more interesting, as well as unique from each other.
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