So will there be always a battle when you enter a plot with a military unit where a criminal is in or only sometimes? Can you run arround to look for criminals with military units and find them?
You can attack criminals with military units but not when the criminals are inside a city. Only a law enforcement unit using arrest or another criminal using assassinate can engage a criminal in a city. Even during war. You also have to be able to see an enemy unit to attack it. Criminals are usually good at avoiding that.
Yes i dont build the exil building also never, looks like it spawns criminals,
It does, but helpful ones, even if they aren't yours... at least that's the intent and I'm trying to figure out from Joe's experiences if they are working as intended.
revolution said BAD: Thiefs Hideout (Unsanctioned). I think that happens when a criminal is in the city.
That building is a Thief's Hideout that has come about due to high crime. It will vanish when crime gets low enough. It will exacerbate crime and potentially spawn thieves. It does have a few minor benefits, such as giving criminals that you train a little more XP, but that's a very double edged bonus since it also gives that XP to barb spawning criminals.
The concept is this, when YOU build a Bandit's Hideout, YOUR civilization's leadership is behind it, even if the criminals that frequent the place don't realize the state is pulling the strings. This gives YOU the ability to train criminal units and get some secret income from the operation.
However, the Unsanctioned versions are NOT under your state's control and nothing more than internal enemies of the state.
Crime is going up in citys where exile building is in when they spawn something i think, i removed the exile building with Ctrl + A, then some time later it disapeared, maybe the criminal moved out.
They won't move out voluntarily based on current AI.
All I can do is report what I see during play. And my play tells/shows me it's more beneficial for my game not to build the Exile Crime fighting building. As for it remembering what "nation" the exile comes from how can you tell? I can't.
You can't. But the code can. It remembers the nation that spawned the unit and should be keeping the unit from being able to enter your borders. It's an exile after all. The people know him and know he's not to be allowed here.
At least, that is, if the coding is working as inteded. You would know it isn't working as intended if you are getting exiles spawning inside your city as a result of having the Exile Practices Building, which should actually be less likely because it helps to fight crime.
And with Not building it I don't get exiles running wild early game.
That would be intended that you inadvertently are sending out barb exiles to be problems for other nations. This confirmation is a good sign that it's working properly, because Exiles that weren't expelled from the nation would simply sit in the cities in which they spawn, like other spawning criminals. What you may not have realized is how many of those you were seeing in the wilderness were unable to enter your own borders.
If that is not how you intended it to work then yeah you probably have a bug...or 2. And you probably did not see it because you use all your Combat Mod and Associated Options while testing and I don't.
Those would have no bearing on the feature under discussion.
Realistically you add the components (more modding than playing)and I do the play (more play then modding). I would say just from the complexity of your Projects that you have very little play time invested. How could you? You don't have the free time I do. And you have plenty of followers for your mod components to get feedback from. I, on the other hand, don't really care nor really want to use most of your mod components because they like Rev do not fit my preferred style of play.
Do we really need to drift into this kind of discussion? What are you trying to achieve?
I'll give you an example, our Pbem games, one of which Revolutions is On. You have stated that you have had some revolt situations/instability during our play. And yet I, the one who does not use Rev but on the rarest of occasions, have not had a single instance where I have even had a Hint of any problem from Rev instability. Go figure.
Pretty sure I just had a bout of bad luck. It was during the starvation period and since then I haven't had any problems.
Overly complex options does not equate in all instances to Good or Fun game play. This is the area where we differ the most in our playing and modding philosophies. I'm basically saying we see things differently, which we've both said before.
I don't enjoy complexity for complexity's sake. I enjoy deeper strategy. There's a big difference there. Nothing more than strength vs strength gets boring after a while.
My early game plays better without using the Exile building. What more can I say?
You answered some things I was asking.