Crime overhaul Discussion thread

How should Crime be Calculated

  • Keep the current system (Defense only)

    Votes: 20 27.4%
  • Defense, Food, and Production

    Votes: 11 15.1%
  • Defense and Food

    Votes: 5 6.8%
  • Defense and Production

    Votes: 3 4.1%
  • Food and Production

    Votes: 20 27.4%
  • Defense only, but change how Garrisons work

    Votes: 8 11.0%
  • None - Crime should be scrapped entirely

    Votes: 3 4.1%
  • Other (please elaborate in a comment)

    Votes: 3 4.1%

  • Total voters
    73
Simple?
 

Attachments

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Why not put in the bread from civ 4 while we're at it as well.
 
Crime as a source of unhappiness should not exist in this game.

Crime as a yields punishment might want to exist, but then it's an isolated subsystem, it probably has no association with city-defense or military training, and it is already brilliantly done by JFDLC.

Remember that happiness overall, for Vox Populi, is a mechanic of manifesting the need for balance between cities, and competition with a global standard. Each particular kind of measurement (yield) on a city either has merits for admitting an unhappiness system, or doesn't - it's up to what game you want the player to be playing.

If you want the player to have to balance city defense (which I don't think you do, but from the poll it seems people do?) then give it a happiness system. If you want the player to think about crime, consider what game decisions would make "fighting crime" an interesting thing, a fun thing, to do while playing VP. If you want the player to have to balance food and production, I. . . don't begin to understand where that aesthetic comes from.
 
Either you're speedy like fast food or you've forgotten there's timezones, it's 14th in an hour for me

Get on a plane and head west. Hurry.

In all seriousness I'm very close to a beta. Had some github issues to tackle and tidy up, and am finishing up some balance tweaks on the happiness front.

Here's a changelog, if you're interested:

Code:
Bugfixes and performance improvements

Aztec
    Can no longer construct the Well
    150% Gold/Faith from kills (was 100%)
    Floating Garden gains +10% Food/Production during GAs

Byzantium
    TtGoG- none before industrial now applies to Byz as wells
    Basilica - reduced faith to 1 per 3 citizens
   
Babylon
    Wall - now provides +2g per Scientist in the city (was +1 culture)
        Works a bit better with the UA synergy on hurrying
   
TR
    Scaling gold with era on plunder.
   
Pillage
    Values refactored based on new formula and values in thread
   
Units
    ICMBs now invulnerable to nuclear strikes (does not apply to atomic bombs)
    Chariot/War Chariot now the same production cost as an archer, Chariot moved to Animal Husbandry (War Chariot remains at Wheel)
        I personally hate this, but vox populi I guess...
   
Promotions
    Glory Hounds - gains 20% city damage reduction (so 80% total reuction with 3 prior promotions)
    Slipstream - renamed indomitable, unit gains +25 maximum HP (so 125 HP total) and +25% defense from attacks
    Pincer - gains 'ignores ZOC'
    Naval Range gone - replaced with Shrapnel Rounds (+50% damage to land units)
   
Reformation
    Sacred Sites - World and Natural Wonders gain +4 Tourism each
   
Happiness
    Reworked luxury happiness method to scale more evenly
    Crime now 'Distress' (from lack of Basic Needs) scales off of the city's average of food and production, instead of city defense
       Distress takes over as the #1 most important yield deficiency (was Poverty) in terms of citizen hierarchy
    Reworked the needs modifier function: needs modifiers from buildings now scale in power based on the size of the city - the algorithm has changed so it's no longer a flat % reduction to the needs modifier, but rather a % modifier to the total modifier versus population.
      Math junkies, it works like this:
        
int iModifier = getThresholdAdditions(eYield); // includes tech median deviation and flat values from CityHappiness.sql
 iModifier += getThresholdSubtractions(eYield); //includes all bonuses from policies, buildings, wonders, UAs, etc. - will be negative.
 iModifier += iMod; // for building selector UI

 int iThresholdMod = getPopulation();
 iThresholdMod *= (iModifier + 100);
 iThresholdMod /= 100;

    Happiness curve for pop in cities is now much smoother, and tech is integrated much more cleanly (should result in fewer per turn swings from unhappiness) (see above)
    Specialist unhappiness now .2 (was .25)
   
Theming Bonus Changes
Amphitheater/Acropolis global theme: 4:tourism: --> 2:tourism: (so 2:tourism: on all theming bonuses, no difference between foreign GWs and your own GWs)
Broadcast tower: 12:tourism: --> 8:tourism:
Globe Theater: 4:tourism: --> 6:tourism:
Royal Library: 2:tourism:--> 4:tourism:
Uffizi: 6:tourism: --> 10:tourism:

Theming Yield Changes
Museum: 5:c5culture: --> 4:c5culture:
Broadcast Tower: 15:c5gold: --> 10:c5gold:
Oxford University: 3:c5science: --> 4:c5science:
Royal Library: 3:c5production: --> 3:c5production:3:c5science:
Hermitage: 5:c5gold: --> 4:c5culture:4:c5gold:
Notre Dame: 3:c5faith: --> 3:c5faith:3:c5goldenage: or 3:c5faith:3:c5gold:
Sistine Chapel: 5:c5faith: --> 3:c5faith:3:c5culture:
Broadway: 15:c5gold: --> 20:c5gold:

Needs testing (beta)
    peace deals with cities fix
    coup chance rework

G
 
Get on a plane and head west. Hurry.

In all seriousness I'm very close to a beta. Had some github issues to tackle and tidy up, and am finishing up some balance tweaks on the happiness front.

Here's a changelog, if you're interested:

Code:
Bugfixes and performance improvements

Aztec
    Can no longer construct the Well
    150% Gold/Faith from kills (was 100%)
    Floating Garden gains +10% Food/Production during GAs

Byzantium
    TtGoG- none before industrial now applies to Byz as wells
    Basilica - reduced faith to 1 per 3 citizens
  
Babylon
    Wall - now provides +2g per Scientist in the city (was +1 culture)
        Works a bit better with the UA synergy on hurrying
  
TR
    Scaling gold with era on plunder.
  
Pillage
    Values refactored based on new formula and values in thread
  
Units
    ICMBs now invulnerable to nuclear strikes (does not apply to atomic bombs)
    Chariot/War Chariot now the same production cost as an archer, Chariot moved to Animal Husbandry (War Chariot remains at Wheel)
        I personally hate this, but vox populi I guess...
  
Promotions
    Glory Hounds - gains 20% city damage reduction (so 80% total reuction with 3 prior promotions)
    Slipstream - renamed indomitable, unit gains +25 maximum HP (so 125 HP total) and +25% defense from attacks
    Pincer - gains 'ignores ZOC'
    Naval Range gone - replaced with Shrapnel Rounds (+50% damage to land units)
  
Reformation
    Sacred Sites - World and Natural Wonders gain +4 Tourism each
  
Happiness
    Reworked luxury happiness method to scale more evenly
    Crime now 'Distress' (from lack of Basic Needs) scales off of the city's average of food and production, instead of city defense
       Distress takes over as the #1 most important yield deficiency (was Poverty) in terms of citizen hierarchy
    Reworked the needs modifier function: needs modifiers from buildings now scale in power based on the size of the city - the algorithm has changed so it's no longer a flat % reduction to the needs modifier, but rather a % modifier to the total modifier versus population.
      Math junkies, it works like this:
       
int iModifier = getThresholdAdditions(eYield); // includes tech median deviation and flat values from CityHappiness.sql
 iModifier += getThresholdSubtractions(eYield); //includes all bonuses from policies, buildings, wonders, UAs, etc. - will be negative.
 iModifier += iMod; // for building selector UI

 int iThresholdMod = getPopulation();
 iThresholdMod *= (iModifier + 100);
 iThresholdMod /= 100;

    Happiness curve for pop in cities is now much smoother, and tech is integrated much more cleanly (should result in fewer per turn swings from unhappiness) (see above)
    Specialist unhappiness now .2 (was .25)
  
Theming Bonus Changes
Amphitheater/Acropolis global theme: 4:tourism: --> 2:tourism: (so 2:tourism: on all theming bonuses, no difference between foreign GWs and your own GWs)
Broadcast tower: 12:tourism: --> 8:tourism:
Globe Theater: 4:tourism: --> 6:tourism:
Royal Library: 2:tourism:--> 4:tourism:
Uffizi: 6:tourism: --> 10:tourism:

Theming Yield Changes
Museum: 5:c5culture: --> 4:c5culture:
Broadcast Tower: 15:c5gold: --> 10:c5gold:
Oxford University: 3:c5science: --> 4:c5science:
Royal Library: 3:c5production: --> 3:c5production:3:c5science:
Hermitage: 5:c5gold: --> 4:c5culture:4:c5gold:
Notre Dame: 3:c5faith: --> 3:c5faith:3:c5goldenage: or 3:c5faith:3:c5gold:
Sistine Chapel: 5:c5faith: --> 3:c5faith:3:c5culture:
Broadway: 15:c5gold: --> 20:c5gold:

Needs testing (beta)
    peace deals with cities fix
    coup chance rework

G

Glory Hounds Denmark will be a sight to behold. The only problem is Baby Wall sort of takes on Persia's niche (which also gets Gold per specialist), but it'll work very nicely with the UA thanks to the synergy with Gold so it's going to be interesting to see, pretty cool.
 
Glory Hounds Denmark will be a sight to behold. The only problem is Baby Wall sort of takes on Persia's niche (which also gets Gold per specialist), but it'll work very nicely with the UA thanks to the synergy with Gold so it's going to be interesting to see, pretty cool.

Note that the DR on Glory Hounds (and their ilk) caps at 90% period, so there's a diminishing returns (this cap is to prevent unholy units that can hit cities with impunity).

G
 
You addressed my worry about Denmark already. Shame they won't benefit as much from gloryhounds as other civs (only +5% DR for them), but they will probably pick it anyways, since it doubles their city gold.
Sacred Sites - World and Natural Wonders gain +4 Tourism each
Is that in addition to the current bonuses?
Holy tourism, Batman! People who play at lower difficulties are going to have a party with this
Notre Dame: 3:c5faith: --> 3:c5faith:3:c5goldenage: or 3:c5faith:3:c5gold:
Have you decided which one you're going to go with?
Naval Range gone - replaced with Shrapnel Rounds (+50% damage to land units)
I'm happy my Bomb Ketch promotion idea got picked up! :goodjob:
+50% sounds really high, I guess we'll see if it isn't too much
 
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You addressed my worry about Denmark already. Shame they won't benefit as much from gloryhounds as other civs, but they will probably get it anyways, since it doubles their city gold.

Is that in addition to the current bonuses?
Holy tourism, Batman! People who play at lower difficulties are going to have a party with this

Have you decided which one you're going to go with?

Yes.

Trying out GAP right now, haven't 100% tested it yet though.

G
 
The option the OP didnt make to vote for is...... Crime by defence AND distress by food/hammers. ;)

Maybe the next version will be the one that hits the happiness system on the head and reaches gold status, but before I forget it, I just want to get rid of an idea I have.
I could imagine we reintegrate crime additional to distress, but give it an other flavor.
Crime is now changed to "threat" and the positive aspect to "safety".
"Threat" isnt influenced by yields, but by the location of the city.

The city checks the inner circle first and is defined by 4 tiles distance:
- More owned tiles in the inner circle decrease the threat, also tiles from vassals and defence pact partners to a small part.
- More tiles of foreign nations increase the threat, the effect increases, if enemy is hostile towards the player or at war.
- Foreign cities in the inner circles are dealed in the same way, but have much greater impact than a tile. (allied cities create fire cover and protection, enemy cites create permanent danger)
- Ocean tiles in the inner circle increase the threat a bit, ocean tiles bordering the city directly increase the threat much more (vulnerability towards sea invasions)
- Forts and in stronger version citadels decrease the threat if owned, and increase it if foreign
- Plundered tiles increase the threat

Then the city checks the outer circle, defined by 10 tiles distance:
- Foreign cities in this distance increase the threat, modified by the diplomatic situation (influence only a bit at friendly, greatest influence at war)
- City defence is compared with the surrounding foreign cities, greater threat if foreign cities are more fortified than the own city

I think this idea will be destroyed in short time cause of the required programming, but I simply wanted to think out of the box and wanted to share my idea with you guys.
If your empire grows organic, inner big cities are surrounded by your other cities and create a feeling of safety, effectivly reducing the unhappiness to your biggest cities, upt to zero. But if you control a stretched empire with close borders to others or lot of coastal cities which offer great opportunies to naval invasions, you will suffer in unhappiness by threat.
 
Chariot/War Chariot now the same production cost as an archer, Chariot moved to Animal Husbandry (War Chariot remains at Wheel) I personally hate this, but vox populi I guess...
If you do this, I would suggest you also move the Well to Wheel so that the Wheel isn't such an empty tech.
 
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