Shouldn't crime and disease be both a creeping issue, and a tipping point?
It should enhance the challenge and dynamic depth of game-play, and not just become another micro-mangement point. It should be a Multi-dimensional strategic form of play.
Instead of max-min-ing a single feature, like money, or science, crime, unhappiness, you could be optimizing a route to success vs the dynamic process of chaotic and developing history and responsive opponents.
With a softer bell-curve of consequences, things like crime do not have to directly tip you into a revolution, but could increase your chances. A line should able to be crossed completely, but a strategy could push the limit of chance, and have increasing and adaptable consequences. Then you would feel like you were inside the game, like a sandbox, where you are free to move, instead of trapped in a linear progression of building crime, or unhealth - for example.
For instance, with crime, some buildings are obvious crime sinks, but like white-collar crime and corporations, buildings shouldn't have automatically bad effects, or have complete discouragements to build.
It's also a degree of fuzzy logic.
https://en.wikipedia.org/wiki/Fuzzy_logic
'Fuzzy logic is a form of many-valued logic or probabilistic logic; it deals with reasoning that is approximate rather than fixed and exact. Compared to traditional binary sets (where variables may take on true or false values) fuzzy logic variables may have a truth value that ranges in degree between 0 and 1. Fuzzy logic has been extended to handle the concept of partial truth, where the truth value may range between completely true and completely false. Furthermore, when linguistic variables are used, these degrees may be managed by specific functions.'
Probability can also be used instead of absolutes.
Imagine a thermostat. With a normal circuit, When it hits a certain temperature, the air kicks on or off.
With a fuzzy logic circuit, you can generate multiply states to control the process more dynamically.
It helps turn an off/on or digital experience of 1's, and 0's into a multiple state experience of degrees and transitional states.
Crime or any feature doesn't just have to be an off/on switch. It can have partial effects that could be managed (to a degree).
The data can stay digital, but the processing more staggered.
The more free you are to play the game within constraints, the more likely you are to want to maneuver to a optimum path. Instead of hitting frustrating walls, you have challenging obstacles you have to navigate with incremental consequences. It is the challenge of challenges to build a game that is adaptively fun and yet, still challenging.