CID
updated (to v7. so that's it clear):
- Building construction sounds will no longer trigger for the AI, and should no longer duplicate or overlap (thanks Sukritact!)
- Added missing 256x256 (civilopedia) icon for the Dignitary resource.
- Fixed a conflict between Piety and Health.
- Fixed an issue wherein the Great Merchant did not trigger a WLTKD when expended.
- Fixed an issue wherein the Great People counters were not separated (hopefully includes the Engineer/Prophet/Magistrate/Dignitray).
- Fixed an issue wherein Building investments could not be properly enabled (this, and the above two, was a typo from when the setting still thought the mod was CCC).
- Fixed an issue wherein the EUI city view building stats and TT displayed Crime as being subtracted by buildings, not added.
- Fixed an issue with the Tower of London splash.
- Fixed an issue wheren EUI tooltips displayed Global or Local Crime modifiers where specific Crimes are actually reduced.
Also, Hapeshthut's Burial Tomb still says that it has no gold maintenance.
Also, it would be nice to have an idea of what my cities' Crime levels should be, so that I can decide whether it needs lowering. On Crimes, lots of buildings say "-x Crime". Does this mean that they reduce crime? Why would building Banks or Markets reduce crime?
I've tested and she works as intended. Perhaps your bug is to do with the Piety conflict, which I've now resolved.
There is no should per se. Crime supplants Maintenance generally, so it is as inevitable as Maintenance in the vanilla game. I've given tools by which to lower it, or to move it in a direction that's more amenable to your empire's needs (so if you can't afford to lose Faith from Heresy, build the - ok, bad example because the GI isn't present yet

- and force up others), but that's not meant to suggest that it
needs to be lowered. Crime should be as high or as low as you need, depending I suppose on how much it is costing you in yields (oh, I probably should've mentioned it, but you can sell Crime-producing buidings, too).
The -X Crime was an logical oversight on my part, wherein I copied how EUI handles Maintenance over to Crimes. It now correctly indicates that the building adds Crime.
Hey JFD according to data that EUI provide for wonders on science tree (their effects) both White tower and Pentagon reduce Global crime, not certain kinds of crime.
Fixed according to v7. Thanks.
Fantastic to see that Crimes has been released, and that the Health component is becoming a reality. From what I've read on the wiki it's shaping up to be quite the interesting addition to the game, but I have some questions. Do you still intend to add the Dates, Maize and Rice (?) resources into the game?
It'd be interesting if certain resources like those and Ginger had a health yeild. I'm also looking forward to see how the diseases and such will work. Lots of hype for the new year certainly.
Hopefully I'll be able to give Crimes a try soon - I've not been playing Civ much due to an issue with the CP where work boats cannot be created, hopefully this will be fixed soon. Was the issue with Magistrates, Dignitaries and Engineers sharing the same great person pool fixed?
Are you sure this workboat issue is with the base CP? I can build them just fine.
Ginger, Citrus, and Wine right now are slated to yield Health. I'm not sure if I will add Dates, Maize, and Rice. I don't want to oversaturate the map, and, IIRC, there is only graphic enough for them being Plantation-based, which is a bit weird for Maize and Rice I think.
No, as I thought the issue was with the DLL refusing to separate my new GP from the lot. However, as it turns out, the setting may have been switched off! So hopefully it's fixed now.