My main interaction with the Crime system is to disable the enforcer jobs that my capital buildings provide. I play a Robosociailist Utopia build (Shared Burdens and Mechanist) which is probably a pretty low-crime build naturally, though.
Then mod it out. The rest of us like the Renamed Unrest.I see no reason for having separate values for stability and crime.
Why?
I played against crime syndicate AI's before and they're the most annoying thing ever ruining some of my best planets with 100 crime.So, when is the last time you built a Hall of Judgement (upgrade to precinct houses)? Yeah, me neither.
Crime currently is too much of a non-factor, in particular for authoritarians/slavers.
I played against crime syndicate AI's before and they're the most annoying thing ever ruining some of my best planets with 100 crime.
Crime should do much more bad things yes but it also should be harder to spread then, because right now its WAY too easy to get 100 crime.
Or, you know, you could ask and listen as to why they think those stats are redundant rather than immediately jumping to the 'mod it' train.Then mod it out. The rest of us like the Renamed Unrest.
So, would you suggest just having crime be a part of stability or go back to unrest?I see no reason for having separate values for stability and crime.
I imagine though that the main problem with a harsh crime rate would be to balance slavers.
Right now the slavers empires are fairly good probably a bit above average due to the slave bonus and low slave maintenance.
But if crime requires something like 3 buildings to be dealt with, it probably severely hinder the playstyle.
It would probably be interesting though to have to choose between making your slaves happier, add more enforcers or just roll with high crime and negociate with crime lords for stability.
Basically 3 out of 4 of my ecumenopoli with 200 pops had crime branches opened and immediately filled to the point where I needed to build a Hall of Justice to reduce crime but even with the maximum enforcers with one building it was not enough to reduce crime to 0, and even where reducing it was enough it takes a long a@@ time for the branch office to close the only way to doing it manually being war which is quite annoying.I'm curious to know what your play style was in that game, as I have never had trouble passively squashing crime in 2.2. I'm not saying you're somehow playing the game "wrong," I'd just like to know the circumstances.
My problem with crime in 2.2 is that it is as toothless as unrest was. This has the added effect of making Crime Syndicates/Subversive Cults toothless as well. The only time I ever even remember it exists is when I get a crime syndicate office on a planet, and even then, all I have to do to neuter them is build 1 precinct (non-upgraded) on that planet and the problem goes away.
What about overweighted influence of rulers in stratified societies?Because looking at the alternatives of standard workers, robots and stratified economy/slaves, the latter currently get a significant reduction in consumer goods with basically no drawback.
There can't be enough dakka, eh?)More whips? C'mon . there can't be too many whips when slaves are around...
If you think the game would be better with that change, showcase it so people can see if they agree.Or, you know, you could ask and listen as to why they think those stats are redundant rather than immediately jumping to the 'mod it' train.
I Personally hoped as far back as the Unrest Supression being introduced, that there would be some kind of cap on how much Unrest/Crime supression you can get. A policy setting that has attraction for Authoritarian Ethics would make the most sense.I would personally argue that Law enforcement should have a policy, that determines the effects of Enforcers. It'd have three options: Privacy Rights, Preventive Measures, and Covert Enforcers.
You took one Extreme Case - Ecumenopolis - and added another extreme case - Criminal Syndicate - to it.Basically 3 out of 4 of my ecumenopoli with 200 pops had crime branches opened and immediately filled to the point where I needed to build a Hall of Justice to reduce crime but even with the maximum enforcers with one building it was not enough to reduce crime to 0, and even where reducing it was enough it takes a long a@@ time for the branch office to close the only way to doing it manually being war which is quite annoying.
You get ecumenopolis in any game if you even get through the end of the mid-game phase so what's your point? That I should destroy any criminal syndicates by the mid-game completely without any collossi even if they are on literally the other side of the universe? No thanks, that's not a solution and yes crime is a criminal syndicate mechanic you absolutely cannot ignore them when discussing crime, ideally you should have one of every type of empire in a normal balanced ordinary game.You took one Extreme Case - Ecumenopolis - and added another extreme case - Criminal Syndicate - to it.
Extreme? What's exterme about it? Its a basic feature of the game and it being related to the Megacorp DLC well of fucking course it is because that's the latest version of the game or do you think that we should balance the game around people with none of the DLC unlocked or what game version do you want balance to be worked around?! This is a pathethic excuse. The game has to be balanced for the latest update, if the latest update is broken then the system is broken.Both extreme cases that require the Megacorp DLC
Its the MOST common gameplay example.It is hardly a common gameplay example.
You are trying to tell me building 4 Ecumenopoly is the most common gameplay style?Its the MOST common gameplay example.
Yeah I dont know what game you play but if you dont have 4 ecumenopoli by the end of the midgame on normal 1x tech/tradition speed then something weird is going on, maybe you got into a lot of early wars with exterminators/purifiers or the Khan screwed you or whatever...You are trying to tell me building 4 Ecumenopoly is the most common gameplay style?
Cough cough gestalt and agrarian idyll can't get arcology cough cough.Yeah I dont know what game you play but if you dont have 4 ecumenopoli by the end of the midgame on normal 1x tech/tradition speed then something weird is going on, maybe you got into a lot of early wars with exterminators/purifiers or the Khan screwed you or whatever...
So, when is the last time you built a Hall of Judgement (upgrade to precinct houses)?
Yeah well gestalt can get their own version of hive or machine worlds respectively, agrarian idyll is 1 special civic so you know, its not the standard game its a special case scenario.Cough cough gestalt and agrarian idyll can't get arcology cough cough.
Could you specify those arcologies please?well gestalt can get their own version of hive or machine worlds respectively