Suggestion for existing crimes: Make unhappiness and instability worse, especially unhappiness.
More often than not I see cities that are devolved into basically total anarchy - Riots, car bombs, murder, kidnapping, gang warfare, plane hijacking, military desertion, all kinds of fun stuff. And the city is completely okay. The city is healthy, it's happy due to luxury resources, it's got plenty of gold going around, instability is kept low by bribes and garrisons and takes a very long time to become a problem, and so forth. Cities can have 2000+ crime and be okay for a really long time. I have a problem with this. When I imagine a city that's got the above listed crimes going on, I basically imagine 2004 Baghdad, or 1946 Berlin - complete and total anarchy, but this isn't really being reflected in game. For cities in caveman2cosmos, having something like 2000+ crime is just a nuisance, and if you have revolutions disabled it's almost completely unnoticeable.
My suggestion is to make all crimes across the board worse in regards to the unhappiness and instability they cause, and to create new high-end crimes that go above 1000+, since currently there is no difference between a city that has a crime level of 800+ and a crime level of, say, 5000+. For one, though, change rioting. Rioting currently occurs at 650 crime and only causes -3 happiness and -2 health. Change it to start at something like 900 or 1000 crime and cause -10 happiness and -20 health, plus 150 instability per turn.
The general idea I'm aiming for is that crime should be logarithmically bad, like the Richter scale for measuring earthquakes.
0-100 Is nothing
100-200 Isn't even noticeable
200-400 Is a minor nuisance
400-500 Puts a small dent in happiness and gold
500-600 Starts to cause some unhappiness and instability
600-700 Things are starting to get pretty bad
700-900 Lots of unhappiness and instability, gold takes big hits
900-1100 Huge unhappiness and lots of instability, unhealthiness skyrockets, food/hammers/gold suffers a bit
1100-1300 Massive unhappiness and revolution is basically guaranteed, unhealthiness is so high that the city is losing population no matter how much surplus food you have, food/hammers/gold takes a significant hit
1300-2000+ City is basically in total anarchy, every citizen is angry no matter how much luxuries you have, starvation is rampant, revolution is inevitable, food/hammers/gold is at almost -100%, everything is chaos
More often than not I see cities that are devolved into basically total anarchy - Riots, car bombs, murder, kidnapping, gang warfare, plane hijacking, military desertion, all kinds of fun stuff. And the city is completely okay. The city is healthy, it's happy due to luxury resources, it's got plenty of gold going around, instability is kept low by bribes and garrisons and takes a very long time to become a problem, and so forth. Cities can have 2000+ crime and be okay for a really long time. I have a problem with this. When I imagine a city that's got the above listed crimes going on, I basically imagine 2004 Baghdad, or 1946 Berlin - complete and total anarchy, but this isn't really being reflected in game. For cities in caveman2cosmos, having something like 2000+ crime is just a nuisance, and if you have revolutions disabled it's almost completely unnoticeable.
My suggestion is to make all crimes across the board worse in regards to the unhappiness and instability they cause, and to create new high-end crimes that go above 1000+, since currently there is no difference between a city that has a crime level of 800+ and a crime level of, say, 5000+. For one, though, change rioting. Rioting currently occurs at 650 crime and only causes -3 happiness and -2 health. Change it to start at something like 900 or 1000 crime and cause -10 happiness and -20 health, plus 150 instability per turn.
The general idea I'm aiming for is that crime should be logarithmically bad, like the Richter scale for measuring earthquakes.
0-100 Is nothing
100-200 Isn't even noticeable
200-400 Is a minor nuisance
400-500 Puts a small dent in happiness and gold
500-600 Starts to cause some unhappiness and instability
600-700 Things are starting to get pretty bad
700-900 Lots of unhappiness and instability, gold takes big hits
900-1100 Huge unhappiness and lots of instability, unhealthiness skyrockets, food/hammers/gold suffers a bit
1100-1300 Massive unhappiness and revolution is basically guaranteed, unhealthiness is so high that the city is losing population no matter how much surplus food you have, food/hammers/gold takes a significant hit
1300-2000+ City is basically in total anarchy, every citizen is angry no matter how much luxuries you have, starvation is rampant, revolution is inevitable, food/hammers/gold is at almost -100%, everything is chaos