raystuttgart
Civ4Col Modder
Foreword to this concept:
Well ok, since we started working on the mod again I started working on old game concepts again as well.
This one here has actually been slumbering in the "concepts drawer" for years to wait until the mod was ready.
Most of the game concepts it should be built on (like "Happiness") have now been implemented.
Others that it has strong design relations to it (like "Upkeep") can follow in later stages without causing too much overhead effort.
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Game Concept Objectives:
"Crime and Law" is like many others a "micro-management concept" that is supposed to:
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Technical Info:
About the Algorithm:
It is again a complex non-linear algorithm, with "base values", "min and max thresholds", "linear percentage modifiers", "exponential percentage modifiers", ...
It will thus be extremely hard to really calculate exact values because that is how I design algorithms. Just like it already is is for "Learning by Doing", "Happiness", ...
About Display in the UI:
It will basically be displayed similar to "Happiness".
It is just another dimension of your society in the colony.
All Balancing in XML:
All of that stuff will be balanced in XML like always.
(Like all these complex algorithms you should understand though what you do.)
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Gameplay Concept: Crime and Law
What causes Crime in your Cities?
Higher Population Size more or less automatically leads to increase in Crime Rate.
(Originally I had planned to differentiate Units but I figured out later that it would make no real sense.)
High Storage of Goods in your City will be an opportunity for thieves so if storage is full, more thieves.
Thus vice versa, Happiness will reflect in decreased Crime in that City. (as % modifier)
Since those are however % modifiers they can not cause or prevent it totally.
For Health it will be similar, because it can be shown historially that diseases were correlated to crime.
Once people get sick and are refused appropriate help or simply are too sick to work they may need to become criminal.
And in those days the sick have really not been take care of like today but were often outcasts.
Then of course there are Unrests, and with this feature, they really have impact and it will be really costly.
Unrests will dramatically increase Crime Rate (bacially multiply it by X times).
In previous versions Unrests hardly mattered, because well, you just had a few turns of inactivity.
Now you should really rather prevent them because it will cost you lots of goods and money.
Last but not least we again consider Wars because they are also times of chaos.
Every single war you start will add 10% to your crime rate globally in all cities.
That is also true for War of Independence.
(Considering immersion there were also a lof of loyalists fighting the system which increased "crime rate".)
So it might be a good idea to be aware of Crime Rate in your strategic considerations for declaring WOI.
So great, lots of factors that cause crime, right?
So how can you prevent it? --> See next section of concept
Summary of Causes of Crime:
What prevents or mitigates Crime in your Cities (Law)?
Well, It should be easy to see that preventing the causes mentioned above should be a first start.
(Do not create giant cities without consideration of crime rate, keep your people happy and healthy, prevent storage overflow, try to avoid unrests and do not rush into wars too often.)
But of course there are more ways to counter Crime and those also have their benefits.
So Crime and Law is not a "onesided punishment" as some may fear already.
Town Guards and other Defensive Units will reduce crime rate.
So if you really do not care to prevent it in the beginning, you can later try to simply suppress it by force.
But stuffing all your cities by ever continuing amount of troops will get costly and not allow you to use them otherwise.
(Especially once we introduce "Upkeep" - originally planed to be introduced first before this concept.)
So what else could you do to fight the remaining "Crime" that is not suppressed yet by force?
Religion (Crosses) will reduce crime as well. People in those days were often more afraid of the consequences of crime because or religious aspects than because of law aspects.
So keep up the production of Crosses and it will reduce the Crime Rate.
Administration (Liberty Bells for the lack of a true Yield Administration) will also reduce crime as well,
but their effect is only about 50% of the effect of Crosses.
It is simply proven that a bit of order and regulation can help to reduce chaos and opportunity for crime.
But the big Champion is new "Yield Law" !
Law will fight Crime efficiently. But it will need investiment.
What are the effects of Crime and Law?
First you need to understand that formula:
Total "Law Abidence" = Law Rate - Crime Rate
It exists on local level and on global level (as average).
(I will try to explain it below by taking a look at both of them separately.)
Crime > Law:
Law > Crime:
Additional Details:
Do not worry about that stuff, we do not implement concepts like this the first time and will consider all of that once the implementation of this concepts starts.
(Right now discussing all these 1000 details makes lillte sense, because first the actual implementation needs to be started.)
Summary:
"Crime and Law" is a very impactful feature that should be taken serious.
However, it is balanced, both negative and positive aspects are equally strong.
Thus I am pretty sure it will add a lot of fun and challenge to the game.
FAQ:
Question: "When is this going to be implemented?"
Answer: "Whenever I find enough time and motivation for it."
Questions: "What priority does this concept have?"
Answer: "It is not within the top 3 but still within the top 10 of about 50 major open concepts."
Question: "How much effort is it?"
Answer: "About as much as Happiness was". (About 2 weeks of implementation, test and balancing.)
Question: "I really like this concept. Is there any way I could support so it is implemented faster?".
Answer: "Sure, you could e.g. try to get the graphics collected or help get other stuff done, so I have more capacity for its implementation".
Question: "I really like the idea and would actually like to try to implement it myself. Is that ok for you?"
Answer: "Really? Awesome! It would be really great if some other modders were interested in implementing features as well."
Spoiler :
Well ok, since we started working on the mod again I started working on old game concepts again as well.
This one here has actually been slumbering in the "concepts drawer" for years to wait until the mod was ready.
Most of the game concepts it should be built on (like "Happiness") have now been implemented.
Others that it has strong design relations to it (like "Upkeep") can follow in later stages without causing too much overhead effort.
----------
Game Concept Objectives:
Spoiler :
"Crime and Law" is like many others a "micro-management concept" that is supposed to:
- pose a constant challenge to "perfectionist players" to optimize their nation during all game phases
- still being easy enough fior "casual players" to play without too much problems to understand
- nicely tie into the existing gameplay of the mod and interact with other features
- add surpising gameplay elements and not become too predictable (events and a bit of randomness)
- support balancing of the mod to prevent exploits and work against steam rolling AI in late game
- add to immersiveness and realism of the mod without feeling tedious to extremes
----------
Technical Info:
Spoiler :
About the Algorithm:
It is again a complex non-linear algorithm, with "base values", "min and max thresholds", "linear percentage modifiers", "exponential percentage modifiers", ...
It will thus be extremely hard to really calculate exact values because that is how I design algorithms. Just like it already is is for "Learning by Doing", "Happiness", ...
About Display in the UI:
It will basically be displayed similar to "Happiness".
It is just another dimension of your society in the colony.
All Balancing in XML:
All of that stuff will be balanced in XML like always.
(Like all these complex algorithms you should understand though what you do.)
- Detailed balancing of Yield Generation of Buildings in Civ4BuildingInfos.xml
- Detailed balancing of Yield Generation of Professions in Civ4ProfessionInfos.xml
- Detailed balancing of Yield Modifier of Experts in Civ4ProfessionInfos.xml
- Global balancing modifiers to Crime Algorithm in GlobalDefinesAlt.xml
- Consideration of GameSpeeds and Handicaps just like with all other features.
----------
Gameplay Concept: Crime and Law
What causes Crime in your Cities?
Spoiler :
Higher Population Size more or less automatically leads to increase in Crime Rate.
(Originally I had planned to differentiate Units but I figured out later that it would make no real sense.)
High Storage of Goods in your City will be an opportunity for thieves so if storage is full, more thieves.
- Green Storage Threshold: No Addition to Crime Rate---> Crime Rate * 1
- Yellow Storage Threshold: Medium Addition to Crime Rate ---> Crime Rate * 1,5
- Red Storage Threshold: High Addition to Crime Rate --> Crime Rate * 2
Thus vice versa, Happiness will reflect in decreased Crime in that City. (as % modifier)
Since those are however % modifiers they can not cause or prevent it totally.
For Health it will be similar, because it can be shown historially that diseases were correlated to crime.
Once people get sick and are refused appropriate help or simply are too sick to work they may need to become criminal.
And in those days the sick have really not been take care of like today but were often outcasts.
Then of course there are Unrests, and with this feature, they really have impact and it will be really costly.
Unrests will dramatically increase Crime Rate (bacially multiply it by X times).
In previous versions Unrests hardly mattered, because well, you just had a few turns of inactivity.
Now you should really rather prevent them because it will cost you lots of goods and money.
Last but not least we again consider Wars because they are also times of chaos.
Every single war you start will add 10% to your crime rate globally in all cities.
That is also true for War of Independence.
(Considering immersion there were also a lof of loyalists fighting the system which increased "crime rate".)
So it might be a good idea to be aware of Crime Rate in your strategic considerations for declaring WOI.
So great, lots of factors that cause crime, right?
So how can you prevent it? --> See next section of concept
Summary of Causes of Crime:
- Popluation size of the City
- Wealth and amounts of physical Goods
- Social Aspects (e.g. Unhappiness)
- Unrest (caused by other social issues) and Wars
What prevents or mitigates Crime in your Cities (Law)?
Spoiler :
Well, It should be easy to see that preventing the causes mentioned above should be a first start.
(Do not create giant cities without consideration of crime rate, keep your people happy and healthy, prevent storage overflow, try to avoid unrests and do not rush into wars too often.)
But of course there are more ways to counter Crime and those also have their benefits.
So Crime and Law is not a "onesided punishment" as some may fear already.
Town Guards and other Defensive Units will reduce crime rate.
So if you really do not care to prevent it in the beginning, you can later try to simply suppress it by force.
But stuffing all your cities by ever continuing amount of troops will get costly and not allow you to use them otherwise.
(Especially once we introduce "Upkeep" - originally planed to be introduced first before this concept.)
So what else could you do to fight the remaining "Crime" that is not suppressed yet by force?
Religion (Crosses) will reduce crime as well. People in those days were often more afraid of the consequences of crime because or religious aspects than because of law aspects.
So keep up the production of Crosses and it will reduce the Crime Rate.
Administration (Liberty Bells for the lack of a true Yield Administration) will also reduce crime as well,
but their effect is only about 50% of the effect of Crosses.
It is simply proven that a bit of order and regulation can help to reduce chaos and opportunity for crime.
But the big Champion is new "Yield Law" !
Law will fight Crime efficiently. But it will need investiment.
- New Profession: Judge
- New Buildingchain with Profession Slot: Village Court, City Courhouse, Regional Courthouse
- New Buildingchaing without Profession Slots: Prison Station, City Prison, Regional Prison
- New Expert: Honored Judge
- Prevent the causes by properly managin Population, Storage, Happiness, Health, ... (explained above)
- Station Town Guards or other Units as "law enforcment"
- Mitigate it by Religion (Crosses) and Administration (Liberty Bells - less effective though)
- Counter it with the new Yield "Law" by Buildings, Professions, Experts
What are the effects of Crime and Law?
Spoiler :
First you need to understand that formula:
Total "Law Abidence" = Law Rate - Crime Rate
It exists on local level and on global level (as average).
(I will try to explain it below by taking a look at both of them separately.)
Crime > Law:
- Local: Goods will be stolen from your cities (as percentage rate) every turn.
- Local: It will negatively affect Happiness (causing a potential negative loop of Unhappiness affecting crime).
- Local: It has a chance to cause Unrests (which again have crime rate skyrocket).
- Global: Gold will be stolen from your gold stack every turn.
- Global: It negatively affects the attitude of other Civs towards you (especially your King)
Law > Crime:
- Local: Adds a % bonus to Gold from Domestic Market and Gold from Entertainment.
- Local: It will positively affect Happiness (causing a potential positive loop of Happiness affecting crime).
- Local: It can prevent Unrests (potentially triggered by other features).
- Global: It will positively affect Immigration rate (Reduce the Immigration Threshold as % modifier)
- Global: It positively affects the attitude of other Civs towards you (especially your King)
Additional Details:
Spoiler :
- Like always there should also be a few Python Events added for this.
- Like always this also needs potential changes to Founding Fathers and Civilization Traits.
- Like always this needs to be consoderered in global difficulty balancing.
- Like always this also needs an AI concept which I however already have fully done conceptionally.
- Like always this ....
Do not worry about that stuff, we do not implement concepts like this the first time and will consider all of that once the implementation of this concepts starts.

(Right now discussing all these 1000 details makes lillte sense, because first the actual implementation needs to be started.)
Summary:
"Crime and Law" is a very impactful feature that should be taken serious.
However, it is balanced, both negative and positive aspects are equally strong.
Thus I am pretty sure it will add a lot of fun and challenge to the game.
- Neglect it and you will suffer.
- Take care of it and you will prosper.
FAQ:
Spoiler :
Question: "When is this going to be implemented?"
Answer: "Whenever I find enough time and motivation for it."
Questions: "What priority does this concept have?"
Answer: "It is not within the top 3 but still within the top 10 of about 50 major open concepts."
Question: "How much effort is it?"
Answer: "About as much as Happiness was". (About 2 weeks of implementation, test and balancing.)
Question: "I really like this concept. Is there any way I could support so it is implemented faster?".
Answer: "Sure, you could e.g. try to get the graphics collected or help get other stuff done, so I have more capacity for its implementation".
Question: "I really like the idea and would actually like to try to implement it myself. Is that ok for you?"
Answer: "Really? Awesome! It would be really great if some other modders were interested in implementing features as well."
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