JosEPh_II
TBS WarLord
I'm finding that most crimes initiated by a set level of general crime(pop generated), have exceedingly High values. Some to the point of maybe never being activated. Also these same "crimes by level" are split up by what era their PrereqTech is in. And many are basically duplicates of an earlier form of the same crime just named different by timeframe/era.
The biggest generator as mentioned by others is Population and then the diffusion to adjacent tiles to the main city tile which in turn rediffuse back to main city tile.
There are a handful of low level Crime that gets injected at the preh era that is generated no matter what era you are in (has no PrereqTech).
As I see it now there are about 10-15 Crimes that can be eliminated completely due to several factors (duplication but given a "new name", and levels that make no real sense). But also about 30+ that have levels that need to be lowered to actually have an effect.
DH suggested evolving crimes and I think Hydro tried to do that by the Prereqtech and if it also had an ObsolencesTech tag (several do).
But overall this Crime block of SpecialBuildings_CIV4BuildingsInfos seem incomplete and rather haphazard.
JosEPh
The biggest generator as mentioned by others is Population and then the diffusion to adjacent tiles to the main city tile which in turn rediffuse back to main city tile.
There are a handful of low level Crime that gets injected at the preh era that is generated no matter what era you are in (has no PrereqTech).
As I see it now there are about 10-15 Crimes that can be eliminated completely due to several factors (duplication but given a "new name", and levels that make no real sense). But also about 30+ that have levels that need to be lowered to actually have an effect.
DH suggested evolving crimes and I think Hydro tried to do that by the Prereqtech and if it also had an ObsolencesTech tag (several do).
But overall this Crime block of SpecialBuildings_CIV4BuildingsInfos seem incomplete and rather haphazard.
JosEPh