strategyonly
C2C Supreme Commander
OK there was an option in the Abandon Buildings for Crime Mugging, but now its gone??
We should also be thinking of what civics would increase or decrease crime. Seems that ones like Society, Military and Immigration may be important groups that effect crime. For isntance Open Borders would increase crime while closed borders would reduce crime (reduces drug trafficking, terrorists from coming in, etc).
I was aware of this, however I am not sure what to do. I was going to reduce the palace crime but then it would mean your capital would start out with big crime and thus un-balance things.
DH wanted such buildings directly linked to the crime rate but instead I made it just require different crimes. Like AIAndy said Mugging is at min +275 crime which is mid to low crime. However you can never get that in your capital in early game thanks to the Palace.
By the time you could get high crime there then the Thief would be obsolete. The question is then do we want to not require Mugging for the Bandit's Hideout? Or do we want to reduce the Palace's anti-Crime?
Personally I do not know what to do. I suspect DH will get mad because the Bandit's Hideout is not linked to a Crime value anymore. JosEPh_II will get mad if any anti-crime buildings are reduced since that means even higher crime.
What do you think I should do?
IMO the player-buildable buildings (that are used to create rogues, bandits, gold etc.) which we always had should NOT have crime value prereqs (via crime pseudo buildings), but should remain purely as electable builds that PRODUCE significant crime as their downside.
For now until I find a better solution the Bandit's Hideout no longer requires Crime (Mugging). I have no decided if the others should be unlinked too since I think crime should give something too if you choose to go that path.
This means that Thieves and Rouges should be back to normal in early game. But beware that the Bandit's Hideout give a significant amount of crime in your city. Build at your own risk!
For now until I find a better solution the Bandit's Hideout no longer requires Crime (Mugging).
For now until I find a better solution the Bandit's Hideout no longer requires Crime (Mugging). I have no decided if the others should be unlinked too since I think crime should give something too if you choose to go that path.
This means that Thieves and Rouges should be back to normal in early game. But beware that the Bandit's Hideout give a significant amount of crime in your city. Build at your own risk!
Do you need a significant amount of murderers going around in your city if you want to train assassins?Thansk for the feedback. That's one reason I wanted it at 5 crime so it could get up to higher numbers of crime.
How much anti-crime buildings do you have?
The other question is how do you expect to get assassins if you don't even have people murdering? At that crime level you don't even have pickpockets!
Thansk for the feedback. That's one reason I wanted it at 5 crime so it could get up to higher numbers of crime.
How much anti-crime buildings do you have?
The other question is how do you expect to get assassins if you don't even have people murdering? At that crime level you don't even have pickpockets!
Population is also a source of crime.The mathematics of Crime seem confusing to me. I have a Palace (-20/t), a Village Hall (+5/t), and a Bandit Hideout (+5/t) in my Capital, for a Net of -10/t. My crime is very negative since I have only had the Palace for most of the game Yet my crime goes from -54 to -49 to -45. When I hover over the Crime Rate in the Properties tab is says Constant Building Source -10/t as expected, but to the right of the -45 is (+4), the actual change each turn.
If my buildings net to -10, why is my crime increasing my +4 per turn?
Population is also a source of crime.
Does the city have a trade route? Crime and negative crime diffuses along trade routes.
What is the crime value of the plot the city is on and the adjacent plots? Crime and negative crime diffuses to adjacent plots.
There is also a slight decay of both crime and negative crime.
For now until I find a better solution the Bandit's Hideout no longer requires Crime (Mugging). I have no decided if the others should be unlinked too since I think crime should give something too if you choose to go that path.
This means that Thieves and Rouges should be back to normal in early game. But beware that the Bandit's Hideout give a significant amount of crime in your city. Build at your own risk!