Crime is very interesting feature, but dealing with this should not be so easy.
Criminal megacorp is great, but i have problems with normal empires that just do not have crimes (at least i never had). To deal with a crime you just need some happiness, bcs crime is tied to it, and skilled governor, if you still have crime (unlikely) you can use governor with -25 crime trait, or build another building with enforcers. And its all, you do not have crime.
But i do want to have and deal with crime, so removing it fully would be a challange. Maybe crime should not be percent based, but just a raw number that can increase inifity, and be not tied to happiness, but rather to pops, and their traits, and high happiness just reduce crime for some % (never 100%, maybe max 50% when happiness would be 100%). Maybe each pop produce 1 crime, and each negative trait produce 1 additional crime. We know that people makes crimes even if they are quite happy, and some are happy by doing this, and this is because we have some bad characteristics, like greed or laziness. This would make crime more impactfull, and gives opportunity to introduce more traits, like "crime inclination" negative trait that gives 2 (or 3) trait points, and makes pop produce 1 additional crime (2 in general, one bcs its negative trait, and second bcs its specific, crime producing trait), "ascetic" - positive traits, that cost 3 (or 4) trait points, and makes pop produce 1 crime less (pops with only positive traits with this one would not produce crimes at all!). It could also works with ME where bad traits could be main reason for glitched software making corrupted drones - "anti-piracy software, positive trait that makes machine pop produce 1 deviancy less)
Criminal megacorp is great, but i have problems with normal empires that just do not have crimes (at least i never had). To deal with a crime you just need some happiness, bcs crime is tied to it, and skilled governor, if you still have crime (unlikely) you can use governor with -25 crime trait, or build another building with enforcers. And its all, you do not have crime.
But i do want to have and deal with crime, so removing it fully would be a challange. Maybe crime should not be percent based, but just a raw number that can increase inifity, and be not tied to happiness, but rather to pops, and their traits, and high happiness just reduce crime for some % (never 100%, maybe max 50% when happiness would be 100%). Maybe each pop produce 1 crime, and each negative trait produce 1 additional crime. We know that people makes crimes even if they are quite happy, and some are happy by doing this, and this is because we have some bad characteristics, like greed or laziness. This would make crime more impactfull, and gives opportunity to introduce more traits, like "crime inclination" negative trait that gives 2 (or 3) trait points, and makes pop produce 1 additional crime (2 in general, one bcs its negative trait, and second bcs its specific, crime producing trait), "ascetic" - positive traits, that cost 3 (or 4) trait points, and makes pop produce 1 crime less (pops with only positive traits with this one would not produce crimes at all!). It could also works with ME where bad traits could be main reason for glitched software making corrupted drones - "anti-piracy software, positive trait that makes machine pop produce 1 deviancy less)
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