Out of curiosity, is Flammability going to be converted after the freeze? I'll need to convert Coit Tower when that gets changed over.
No, the old things still work fine. There is no must to replace and I don't think it makes even sense for flammability to use the new part of the system. They are different kinds of properties.
This is what AIAndy said about Flammability ...
Thus I am leaving flammability the way it is.
You could also increase the base crime per population (currently 1 crime per population and turn).So after some testing I either have cities with uber safety or moderate to low crime. This means that there are not enough crime contributing things. So I would like some ideas of what other buildings should contribute crime. I am thinking possibly ...
- Ports
- Military/Naval Bases
- Barracks/Garrison
- Fighting Pit
- Liquor Store
- Night Club
Anyone else have some ideas?
You could also increase the base crime per population (currently 1 crime per population and turn).
Good idea, banks are the greatest villains.banks (white collar crime)
I still think that lack of buildings should increase crime. Not having a theater after you have the poetry tech and have a population of more than 6. "There is nothing to do.", "Why doesn't the Government do something useful" - that sort of thing.
For example each give +1 crime per turn (scaling) reduces after building built.
Culture related
- no story teller after Barter in any size city.
- no theater after Poetry and city size
Safety related
- border town without walls of some kind and size 4 or more
- no town watch above size 10
I have not had my coffee yet this morning so that is all I can think of at the moment.
IMO that's not really well modelled by crime. That's more what instability is for (needs REV though), or (no REV) unhappiness (jealousy). Having said that crime and instability are not totally independent concepts. We **might** want to start a project of migrating some REV concepts/functionality into the core via properties (i.e. - instability as a property, which crime would act as a source for amongst other things)
I agree that we need to start to look into moving at least some of Revolutions concepts into the property system. I see crime as part of the instability model. It is something that "we" are specificly adding which is part of the model in RevDCM.
However on back to my suggestion.
1) many studies indicate that lack of culture and "things to do" does increase crime. "The devil finds work for idle hands." Cultural stuff increases the sense of community
2) not having security in the city leads to opportunities for crime especially in border cities, smuggling and the like.
True, but my point was that not having a theatre when plays are invented doesn't mean you have any less to do (you still have your dance huts etc.). It's not that people are more idle/have more idel time, it's that they see (hear about) other people enjoying this new art form. That's why I describe the effect as being basically jealousy, which can lead to discontent in the most law-abiding of citizens. Hence (subtle difference I agree) instability rather than crime.
I certainly don't doubt that crime leads to instability, but I don't think the converse is always true (though it partly depends on ones definition of criminal -we quickly get into the "one man's terrorist is another man's freedom fighter" argument here)
Btw, I think we need to add code to the building evaluation so that the AI understands the crime sources. Should be the same kind of code as the old one that deals with the fixed addition to e.g. flammability.