Crime halp!

Prince Facestab

Chieftain
Joined
Apr 29, 2012
Messages
7
Hello! I was hoping that someone might be able to give me a few pointers on how to deal with crime in the game I'm playing. I'm just about to research bronze age. I ran into trouble when I researched writing; six out of my seven cities instantly started forging, which meant -30 to my monies per turn. Ouch!

I've since tried to get crime under control by building the crucifixes and chief's hut in every city, but they don't seem to be having any effect. Crime is either holding steady or slowly rising in every city, even though most of them show -15 or -20 per turn. I could beeline for courthouse, I suppose, but I'm not looking forward to changing away from Chiefdom, and losing my chief's hut.

Is there anything else I could be doing? I've tried looking for an explanation of what makes crime go up besides the obvious buildings, but haven't had any luck.

Thanks for your time!
 
sell buildings that cause crime^^ (CTRL+A in city)
 
Hello! I was hoping that someone might be able to give me a few pointers on how to deal with crime in the game I'm playing. I'm just about to research bronze age. I ran into trouble when I researched writing; six out of my seven cities instantly started forging, which meant -30 to my monies per turn. Ouch!

I've since tried to get crime under control by building the crucifixes and chief's hut in every city, but they don't seem to be having any effect. Crime is either holding steady or slowly rising in every city, even though most of them show -15 or -20 per turn. I could beeline for courthouse, I suppose, but I'm not looking forward to changing away from Chiefdom, and losing my chief's hut.

Is there anything else I could be doing? I've tried looking for an explanation of what makes crime go up besides the obvious buildings, but haven't had any luck.

Thanks for your time!

Post a save game please and tell us what city to look at. If the net rate shows as -15 per turn then crime SHOULD be dropping (at least over time)...
 
Good to know about the selling of buildings. Thanks!

I've uploaded the file. The two to look at are London and Hastings. Hastings has only recently gone to -15, but since then it hasn't gone down at all, instead going up by a point or two a turn, currently at 86. London is currently at... -20 or so, and has been forever, and is currently at 130 or so.
 

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Beeing noticing this as well. Have Courthouse, Town Watches and Gallows in every city w/no major crime inducing buildings. i.e. no smugglers shanty etc. yet my crime rate still starts to rise again after dropping a bit initially. Being unble to keep my crime below 90-100 no matter what I am building (at least in medievel era) really hurts your wallet and your happiness.
 
I think populations add to cime growth, which makes sense, so if you have a large population, crime will still out pace it.

This is merely conjecture on my part though.
 
I think populations add to cime growth, which makes sense, so if you have a large population, crime will still out pace it.

This is merely conjecture on my part though.

It does. I think it's +3 per pop. This should really show in a hover text or soemthing though so it's UI deficiency if that's the issue.
 
It does. I think it's +3 per pop. This should really show in a hover text or soemthing though so it's UI deficiency if that's the issue.

I've noticed for a while that the actual amount of crime change and the amount displayed by the mouseover have been different for a while. I'll see if I can find a save to illustrate, I deleted a bunch of my old ones by accident last week, not fun!:sad:
 
It does. I think it's +3 per pop. This should really show in a hover text or soemthing though so it's UI deficiency if that's the issue.
I have added a display for that now (not pushed to SVN yet as there are other things I am currently changing that I need to finish first).
 
I have 0 problems with crime since I've come to realize that a healthy staffing of Town Watch, Guards, Police etc can easily overcome it. However, I somewhat question whether some of the crime buildings should even be operable if there is not some crime allowed. I would think that they'd all be pretty much suppressed or shut down entirely if the crime-fighting element is too strong.
 
It does. I think it's +3 per pop. This should really show in a hover text or soemthing though so it's UI deficiency if that's the issue.

Oh, +3 per pop per turn? No wonder I can't get it under control. That means that my -15 cities are actually somewhere between +3 and +12, even with all of the law buildings built, and none of the crime buildings built. This really makes writing or even switching to despotism a really bad deal for me, since I'll be able to control it even less. Is there anything I can do to reduce this further? Like...

I have 0 problems with crime since I've come to realize that a healthy staffing of Town Watch, Guards, Police etc can easily overcome it. However, I somewhat question whether some of the crime buildings should even be operable if there is not some crime allowed. I would think that they'd all be pretty much suppressed or shut down entirely if the crime-fighting element is too strong.

I can build town watch, but they don't seem to do anything. I saw a reference on another forum to riot control reducing crime, but the promotion description doesn't mention anything. Do you need another tech or something?
 
Oh, +3 per pop per turn? No wonder I can't get it under control. That means that my -15 cities are actually somewhere between +3 and +12, even with all of the law buildings built, and none of the crime buildings built. This really makes writing or even switching to despotism a really bad deal for me, since I'll be able to control it even less. Is there anything I can do to reduce this further? Like...



I can build town watch, but they don't seem to do anything. I saw a reference on another forum to riot control reducing crime, but the promotion description doesn't mention anything. Do you need another tech or something?

Levels of crime under about 200 should be considered as being 'under control' really for larger cities. Crime decays each turn anyway, so just becausde your net is +3 per turn that won't make it climb indefinately. It will reach a balance with the decay rate (think its 5% per turn??).
 
Levels of crime under about 200 should be considered as being 'under control' really for larger cities. Crime decays each turn anyway, so just becausde your net is +3 per turn that won't make it climb indefinately. It will reach a balance with the decay rate (think its 5% per turn??).

The problem I'm having is that even my cities of size 6-9 suddenly took a hit of -3 happiness and -5 gold with the recent development of barter and writing. I'd really like to have it under that 75 to avoid the -5 gold. But it sounds like that might not be possible. Ok, that's fine. I'll stop sweating it so much then, which means I can probably build trading posts to offset the penalty without causing a crime explosion.

Also, I wanted to confirm that I had the right version. I saw a reference on another forums to Riot Control having 5 levels, all of which reduce crime. My Civilopedia only shows Riot Control I. But I just downloaded it from here perhaps 3 days ago. Was this aspect of Riot Control taken out, or is something funky with me?

Oh, and again, thanks very much for the help.
 
Quick question, how do you check for net increase/decrease in crime rate? All I know as of right now is how to check how much crime is in each city but not how much it changes each turn.
 
Riot Control Promotion is given to Law Enforcement Units such as the Police Squad, Town Watchmen, etc. While you can get more promotions only those units can get them. Masonry should unlock the Town Watchmen, which is the first Law Enforcement unit. Note that they do cost money to maintain.

I'm going to increase the amount of money the Law Enforcement units cost to maintain. Currently they cost 1 gold extra, I think 2 for the early ones and 3 for the late ones is more appropriate.
 
Riot Control Promotion is given to Law Enforcement Units such as the Police Squad, Town Watchmen, etc. While you can get more promotions only those units can get them. Masonry should unlock the Town Watchmen, which is the first Law Enforcement unit. Note that they do cost money to maintain.

Huh. So, to make sure:

1) Riot Control Promotion should be decreasing crime. In my game, the tooltip does not mention it. Is this an error, or does it just not show on the tooltip?

2) Riot Control Promotion has multiple levels. My civilopedia only shows Riot Control 1, no others. When I built a town watch with 2 extra promotions, he could not select Riot Control 2. Is this an error, or do I need more tech or something?

I downloaded the mod about 5 days ago. Am I missing an update somewhere?
 
Actually, yes. I recall noting the change when updating to the current SVN version a few weeks ago. And I must concur with the idea of giving those units an extra gold cost. IMO gold becomes quite prolific on the combination of slavery and patrician civics, especially if you control your crime with enough town watch.
 
Huh. So, to make sure:

1) Riot Control Promotion should be decreasing crime. In my game, the tooltip does not mention it. Is this an error, or does it just not show on the tooltip?

2) Riot Control Promotion has multiple levels. My civilopedia only shows Riot Control 1, no others. When I built a town watch with 2 extra promotions, he could not select Riot Control 2. Is this an error, or do I need more tech or something?

I downloaded the mod about 5 days ago. Am I missing an update somewhere?

They are just hover text and pedia ommissions as yet becasue I dont think anyone has written the code to have the text generated, though I think AIAndy mentioned he has it in the works...
 
They are just hover text and pedia ommissions as yet becasue I dont think anyone has written the code to have the text generated, though I think AIAndy mentioned he has it in the works...
It shows the crime reduction both in the mouseover and the pedia.
 
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