C2C - Tips and Tricks

Thanks for your answer.

Unfortunately i still cant deal with the crime. In almost all of my cities i have got 2000+ crime rate, so there are many unhealthiness and unhappiness in all of my cities. The only thing i can do is to choose despotism to get 2 happiness per military unit and have enough units in any of the cities to compensate at least the unhappiness, but with the unhealthiness i cant do anything, its around -40 or -50 everywhere. In a few of my cities all buildings that decrease crime, have been built already, but to be honest, learning from my previous games i did not start to build police units, because i dont see any effect. If i build a new unit, it will decrease the crime only for a few turns. Now i have got guards, and if i build one, in the next turn the crime is about -20, then in the next turn about -15 etc, so if i dont build one more guard, after 4-5 turns the crime is again positive, which means increasing again. The only way to achieve constant decreasing is to build guards continuously, in my last game i had 15-20 patrols already and after i stopped building them, in 4-5 turns the crime has started to increase again, even with 15+ patrols in the city. Any ideas? Is it again a bug? Or i just missed something. Or does everyone have the same issue?
You're thinking of properties as if they are a static +/- measurable amount every round when they are not. They waver due to diffusion between adjacent plots and from plot to city and city to plot and the strength of a modifying source varies based on how strong the current amount of the property is (farther from 0 in the positive, for example, the stronger a control factor that brings the amount down will be so as it gets more and more controlled, the value of a given source of control is diminished some.) Additionally, you are probably allowing invisible barbarian/neutral criminals to spawn natively in the city and begin to add more crime as a result.

In short, you cannot just give up and not train the units that help to control crime. You must also give them the promotions to make them as strong at controlling it as you can and that includes using the proper buildup when putting them to sleep (with the red shield button.) Buildups are alternative methods of getting benefit while the unit 'sleeps' as opposed to just the normal fortify option and Law units are able to get a little more anti-crime with one of the options they can use there.

Just keep pushing at the crime until it goes away. More population brings more crime - I suspect you're probably maximizing your population growth very well and are rapidly outgrowing your property control infrastructures. You might wish to tone down the rate of speed you're trying to push population growth and stay on top of crime and disease as a higher priority. Slaves also bring a lot of crime and disease so if you're going to use slavery, be prepared to need a lot more crime and disease control. It's not uncommon to also consider beelining for a crime or disease control improving tech to get a good burst on getting on top of things early.

The v38 player's guide thread gives more details (or links to them) such as how to address locally spawning criminals and other related matters.
 
how to address locally spawning criminals
Not to mention the criminals your nice neighbour controls ... especially if you play with "Without Warning" (I think that's the option for advanced stealth). In that case: Don't forget the dogs - and use the proper buildup with them as well!
 
Not a bug, have your police units look for criminals, if you don't mind WorldBuilder then use it to check if your cities are swarmed by hidden crime producing units. If not then avoid growth in the city screen to stop the rampant crime increase.
 
Thanks guys for these answers, it seems, that this game is much more complicated, then i thought :)
I put 3-4 guards in every city choosing the promotion which gives bonus against crime (and then used the red shield for crime fighting promotion line), and tried to build all crime-decreasing buildings, and the situation got better, and the effect was the same, as i described before.
Then most of the cities were at around -10, -8, then in the next turn all of them at around -35, -40, i thought from a a technology, dont know.

I have got two questions:
1. How to see those hidden criminals without the worldbuilder? Can the dogs find criminals? I have never used that unit before. Actually there are many different units, i dont know what they are for.
2. Is it possible to capture a plot with units? Or any other way? As you can see on the attached picture, i have captured his city because of the sulphur (with red circle), and i have marked his two closest cities, but most of the surrounding plots around the captured city are still under his control, as well as the one with sulphur. In the earlier versions of this game if i noticed right, the empire with the highest percentage of population gets the plot. All of the pink plots are like this, but the plot i marked with the green arrow is mine, but it has got only 4% of my population, so i dont really understand it.
 

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1 - There is another build up option called "Investigation" that makes police unit able to catch criminals. Dogs can see hidden units (not sure if it sees all) but I know it can see stuff like exiles and ambushers so have at least one per city.

2 - Depending on your game options (fixed borders) you can go to war with the pink empire and use the option to claim land, but that requires you to keep a unit there. I'm not sure about this but I recall you could be able to expand your territory into unclaimed land by using forts or lookout posts, but I'm unsure if that works within enemy tiles.
 
Within the city screen there is a tower symbol at the top, if you hover your mouse over it, it'll show how many criminals are hidden in the city.
 
"Without Warning" (I think that's the option for advanced stealth)
Hide and Seek is what you meant here. Without Warning makes ambushes and surprise defenses possible so does go hand in hand nicely with Hide and Seek.
 
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2. Is it possible to capture a plot with units? Or any other way? As you can see on the attached picture, i have captured his city because of the sulphur (with red circle), and i have marked his two closest cities, but most of the surrounding plots around the captured city are still under his control, as well as the one with sulphur. In the earlier versions of this game if i noticed right, the empire with the highest percentage of population gets the plot. All of the pink plots are like this, but the plot i marked with the green arrow is mine, but it has got only 4% of my population, so i dont really understand it.
You can't really claim plots with units but you can grab the cities and forts and use the culture from them to eventually claim the plots you have majority cultural ownership in.
 
Another 2 things happened.
My plots have started to "spread", and then suddenly when i checked again, almost everything except one plot got under his control again.

I have attached two more pictures, the picture 1 shows the situation of my cities before i have researched the Political Philosophy, and the picture 2 shows one turn later.
I dont really understand, what happened here again.
 

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Ah noo, i have just seen, that the city has returned back to his empire. I guess because i forgot to check "No city flipping from culture" :(
Is there anything i can do now? Dont want to start a new game again.
 
Ah noo, i have just seen, that the city has returned back to his empire. I guess because i forgot to check "No city flipping from culture" :(
Is there anything i can do now? Dont want to start a new game again.
Conquer it.

Or you can go to world builder, remove enemy units and send your units.
 
I have attached two more pictures, the picture 1 shows the situation of my cities before i have researched the Political Philosophy, and the picture 2 shows one turn later.
I dont really understand, what happened here again.
Can you share us how your conceptual buildings and attributes look like for any given city? These kind of "jumps" are normally attributed to crime/education thresholds being crossed.
Ah noo, i have just seen, that the city has returned back to his empire. I guess because i forgot to check "No city flipping from culture" :(
Is there anything i can do now? Dont want to start a new game again.

Easy way is to do what @raxo2222 said, but if you wanted to remove that option while in your current save you'd want to go into WorldBuilder and save the map that way. That gives you a scenario that you can play with with all your current cities, units, technologies etc. but it will have funky stuff like incorrect calendar date and graphs.

The hard way is to use the in-game console to change the option, but that requires some python experience. If you managed to do this one then you don't even need to do a WorldBuilder save. Do remember to keep a backup save in case something goes wrong.
 
Can you share us how your conceptual buildings and attributes look like for any given city? These kind of "jumps" are normally attributed to crime/education thresholds being crossed.


Easy way is to do what @raxo2222 said, but if you wanted to remove that option while in your current save you'd want to go into WorldBuilder and save the map that way. That gives you a scenario that you can play with with all your current cities, units, technologies etc. but it will have funky stuff like incorrect calendar date and graphs.

The hard way is to use the in-game console to change the option, but that requires some python experience. If you managed to do this one then you don't even need to do a WorldBuilder save.
You can disable/enable options in world builder without starting new scenario.
 
Thanks, good idea. How about the other issue with the sudden increase of unhappiness?
I thing i have spotted the reason for it (marked with circles)
My cities have started to shrink, because none of the citizens are working on the plots :(
 

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Thanks, good idea. How about the other issue with the sudden increase of unhappiness?
I thing i have spotted the reason for it (marked with circles)
My cities have started to shrink, because none of the citizens are working on the plots :(
That is this icky global unhappiness from some crimes.
More developed cities are more resistant to that - actual productivity loss is smaller in cities, that have all +% (counters -% property pseudobuildings) and +X buildings (counters -flat number property peseudobuildings).
Produce law enforcement to lower crime and arrest criminals and build anticrime buildings.
 
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You have a lot of crime, you need to deal with it as soon as possible.

Build all experience giving buildings and give law enforcement units all the possible "Policing" promotions and leave them building up "Policing" as well.

If you aren't closed borders yet do so now for that additional crime reduction.

I've noticed you have the AI governor on, while on the grand scheme of things it's useful it does build crime buildings so go through your cities buildings and sell those. (CTRL+A)
 
Well, the situation is the same in the only one city, where the crime is below 0. It has got this 77 unhappiness as well.
Unfortunately about 70% of my cities have run out of food already, which means, within 20-25 turns all of them will shrink to size 1.
This is really not fair, i managed to start to control the crime already, from about 2500 or 3000 i managed to bring it down to around 1700 in all of my cities, and then this big unhappiness happened...
 

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That is this icky global unhappiness from some crimes.
More developed cities are more resistant to that - actual productivity loss is smaller in cities, that have all +% (counters -% property pseudobuildings) and +X buildings (counters -flat number property peseudobuildings).
Produce law enforcement to lower crime and arrest criminals and build anticrime buildings.
As a distant secondary objective, pollution should also be lowered (I think it's about the threshold where the first "pollution buildings" get built) - although that could easily be a result of crime.

Also - if you have "Hide and Seek" on, produce dogs as well (one per city, but with really high "view" promotions - enhanced by buildup). Have police units ready for investigations.

Well, the situation is the same in the only one city, where the crime is below 0. It has got this 77 unhappiness as well.
That city is full of diseases - build healers and put them on the correct buildup (green cross).
 
Hi.
Seems like everytime I lose a defending battle against an enemy my Great Military Person points also get reduced by 2.
Is there a way I can code this out of my game?
c2c.JPG
 
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