Hydromancerx
C2C Modder
It's deeply entrenched in the overall game balance so I'm not sure it'd be advised but I can look into making one that we'd hide from the usual player. You'd then have a lot of pointless buildings and such... with some effort, the option could be used to hinge numerous building 'replacement' definitions to flesh out the option and rebalance the game as a whole. But it'd be a mod-mod of its own right.
Honestly I don't find it all that hard to work with so I'm a little confused here what the fuss is all about. The property tracking itself is still a little wonky, will agree there. Still haven't quite managed to put a finger on what actually makes it so difficult to follow as a player. Perhaps some improvements on display would help there. But I'd have to 100% understand the math to do that and at the moment I don't. Might be growing to be time to really read the code on this. Since some of the confusions I faced on code math have been sorted out for me I might be able to now.
I also am looking forward to crime building emergence not having to be so static as it is now which will happen when I can get around to the reprogramming of the ADVANCED disease structure.
Well what we could do is have all the crime auto-build buildings put into a single mod folder and then have a setting that turns them off. Crime property would still be in the mod but it would no longer generate any auto-build buildings.
However I have enough on my plate right now and don't really feel like moving all that stuff just because of Joe's whim.