This was from the Crime modmod thread Joseph's got going. I also wanted to breakdown some other adjustments I'm wanting to make for full discussion.
x2
Add Tech 'Original Sin' (or 'Deception') at x2/y16
Add Watcher Unit unlocked at said tech.
Add Buildup (Crime Fighting) I unlocked at said tech.
Add Pariah Unit unlocked at said tech. (first 1pt crime unit - would love to make it impossible for him to stay inside the lands of his owner as he's an outcast)
Move the first crime generating promo here.
x3
Add Buildup (Disease Control) I to be unlocked at Herbalism.
Alternatively add Buildup (Crime Fighting) I and the Watcher (name is up for debate) to Cooperation as opposed to Original Sin/Deception. Watcher COULD thus take on a building prereq of the Watch Post (I think) building that unlocks at Cooperation.
Move Policing I to a later tech. See below.
x8
Move tech Conduct here to x8/y19 with prereqs of Games and Cultural Identity
Add Policing I to Conduct and Move Policing II further down the tech tree - see below.
Move Build Up (Crime Fighting) II further down the tech tree - see below.
Add Enforcers unit here (Bldg Prereq of Elder Council). Upgrade of the Watcher unit. (Similar upgrade to Wise Woman upgrading to Healer.)
Healer is here at Naturopathy already - good
Disease Control I at Naturopathy already - good
x24
Remove Town Watch from Masonry, see below.
x25
Dualism was here but since it was moved I've adjusted the plan.
Medicine Man (New Human Healer (primarily an upgrade in disease control rather than actual unit healing) fits in at Folk Medicine, which currently has no benefit for non-Asian civs otherwise.)
Move Disease Control II here at Folk Medicine
Build Up (Disease Control) II here at Folk Medicine
x27
Patrols (New Law Enforcement Unit at Dualism)
Move Policing II here to Dualism
Build Up (Crime Fighting) II at Dualism
x35
New Tech: Law Enforcement at y15
Preq Code of Laws and Military Training
Town Watch moves here to Law Enforcement (and is adjusted to match proper progression)
Policing III opens up at Law Enforcement
Build Up (Crime Fighting) III opens up at Law Enforcement
x36
Apothecary unlocks at Ancient Medicine currently - good
Disease Control III moved to open up at Ancient Medicine
Build Up (Disease Control) III moved to open up at Ancient Medicine
Replace Code of Laws Preqs on techs that have it with Law Enforcement Preq
x44
Move Guard from Engineering
x46
Move Guard here to Charters
Move Policing IV here to Charters
Build Up (Crime Control) IV to Charters
x50
Surgeon opens up at Anatomy as is - good
Move Disease Control IV here to Anatomy
Build Up (Disease Control) IV here to Anatomy
x53
Remove Policing IV and Build Up (Crime Fighting) IV (placed earlier)
Remove Disease Control III (placed earlier)
x54
City Guard opens up here and I intend not to move it.
x56
Remove Disease Control IV (placed earlier)
x58
New Technology: Elixirs and Tonics (x58/y17)
Preqs Microbiology and Biology
New bldg:Snake Oil Salesman
Add to Modern Sanitation Preqs
New Unit: Doctor at Elixirs and Tonics
Disease Control V at Elixirs and Tonics
Build Up (Disease Control) V at Elixirs and Tonics
x59
Move Sheriff
x62
New Tech: Deputization (or Deputies) (x62/y11)
Preq of Rep Democ & Military Tradition
Move Sheriff and Outlaw here from Steam Power (Outlaw maintains prereq of Cavalry Tactics)
Move Sheriff's Office here from Railroad
Add to prereqs for Firefighting and Wildlife Conservation
Policing V at Deputization
Build Up (Crime Control) V at Deputization
Moving Sheriff here to Deputization
x68
Medic at Medicine is here (good)
Disease Control VI (move here to Medicine)
x69
Police Squad is already here at Criminology (good)
Policing VI at Criminology (new promo)
x70
Police Car is already at Motorized Transportation (good)
Ambulance I is already at Motorized Transportation (good)
x75
Police APC is already at Mechanical Warfare (Good)
x76
Ambulance II is already at Logistics (Good)
x80
Add Police Helicopter (new unit) to Vertical Flight
Policing VII (new promo) at Vertical Flight
Add Modern Healthcare prereq to Medevac Helicopter and Modern Medevac Helicopter
Disease Control VII (new promo) at Modern Health Care
x84
Ensure Modern Medevac Helicopter unlocks here at Modern Warfare
x87
Remove Policing V and Build Up (Crime Fighting) V (they've been moved to earlier in the tree at this point.)
Add new Swat Team unit to Forensics
Add Policing VIII to Forensics
x90
Disease Control VIII at Bioinformatics
New Unit: Medical Lab Tech at Bioinformatics
x94/x95
Move Police Mech to Disaster Robots but retain Mechs prereq
Add Policing IX at Disaster Robots
x105
Medevac Dropship at Skyroads +
Disease Control IX
Going beyond this plan into Disease Control X and Crime Control X somewhere in the Galactic should wait til more development takes place there but we should be on the lookout for the perfect opportunity one more upgrade to both anti-disease and anti-crime units. That would round it out in finale imo.
As I hope is visible here, the point is to try to increase the anti-crime and anti-disease in a more gradual and somewhat comparable manner to each other throughout the tech tree.
There's also a solid plan in this to get unit upgrades to pop at the same time further anti-crime and anti-disease promos are unlocked - makes it much easier to upgrade everything and since they are now woken by doing so, you can promote those that you've been holding off on promoting. Might even teach the AI to do this as part of the project
Another side to this project would then be to work on what DH and I have been talking about for some time now which is the more advanced law vs criminal units inside cities dynamics. And I'd like to also now circle back to fleshing out the Advanced Disease system into an Advanced Properties system as AIAndy suggested long ago. Would work nicely to go in tangent with these developments.
All is open to discussion.