ExpiredReign
Deity
Crime as a factor of unhappiness seems to be a big factor in my games early on.
Apart from the barracks, which says it reduces crime "slightly"(how much? 10%, halve it, per citixen or as a city's whole population), how do you counter crime in the first two eras?
Secondly how can the player determine what is producing the
and what is countering it in the city view?
e.g. the tooltip in the cityview, of a 13 population city, for Happiness says something like:
3 from Crime
c5strength
.
Produces 1.2
per 
Needs 2.73
per 
Deficit 16.83
From the pedia I gather crime is a metric based on how "protected" the populace feels.
If so shouldn't walls and garrisons also reduce crime? If they do and I haven't figured that out yet, shouldn't this information likewise by visible to the player?
Lastly, and this is more on unhappiness as a whole, is it possible to have the values the buildings reduce the unhappiness factors shown, rather than the vague terms, or generic statements? Or is it more a case that the player just says: "ah okay I need to build that grocer/constabulary/etc. now and not later" ?
Apart from the barracks, which says it reduces crime "slightly"(how much? 10%, halve it, per citixen or as a city's whole population), how do you counter crime in the first two eras?
Secondly how can the player determine what is producing the

e.g. the tooltip in the cityview, of a 13 population city, for Happiness says something like:
3 from Crime


Produces 1.2


Needs 2.73


Deficit 16.83

From the pedia I gather crime is a metric based on how "protected" the populace feels.
If so shouldn't walls and garrisons also reduce crime? If they do and I haven't figured that out yet, shouldn't this information likewise by visible to the player?
Lastly, and this is more on unhappiness as a whole, is it possible to have the values the buildings reduce the unhappiness factors shown, rather than the vague terms, or generic statements? Or is it more a case that the player just says: "ah okay I need to build that grocer/constabulary/etc. now and not later" ?