Crime Revisited

Actually, I meant the opposide :crazyeye:
You CAN control crime early on: By carefully watching your slaves and city sizes and by avoid building +crime buildings. It's a trade off: Many slaves or low crime? An early crime figher would take that away...
I know that's what you meant but I disagree. Crime control units would just represent a 3rd option which has the downside of being economically stifling instead of growth limiting and would give you control over a property that is alone in being unable to offer more control over. The same problem can stem from simply doing well. It's ridiculous how long you have to wait for a crime fighting unit when you get disease control and educating units a whole era earlier.

I would call them Enforcers and have them wield your standard blunt club even after spiked clubmen are in play. 1 or 2 str depending on when they are unlocked. 1 pt crime control in city and 1 pt in plot. Melee. Costs an extra gold equivalent or 1 pt less than the extra cost of a town watch. Upgrades to town watch. Simple.

Who uses slaves, and who builds + Crime buildings? Not I!, said the little red hen. :nono:
I do. The buildings unlock units usually and a decent amount of gold while there's usually a counterbalancing anti-crime building that can be built around the same time. Slaves will enforce more fiddling with property control but they add production so its a must.

That said, it's not slaves but captives that I'm talking about. I don't have access to slavery in my game yet where I'm getting frustrated with this issue.
 
Era|Prereq tech|Min Crime|Crime|:health:|:)|:gold:|%:hammers:|%:commerce:|%:gold:|%:science:|%:culture:|%:espionage:
Classical|Sanitation|10|Crime (Littering)|-1|-1|-1||||||
Classical|Aesthetics|20|Crime (Graffiti)||-1|||||||
Classical|Currency|70|Crime (Blackmail)||-1|||||||
Classical|Currency|100|Crime (Counterfeiting)||-1|-15||||||
Classical|Insurance|120|Crime (Insurance Fraud)||-1|-10||||||
Classical|Currency|140|Crime (Extortion)||-2|||||||
Classical|Alphabet|175|Crime (Illegal Immigration)||-2||||||-10|
Classical|Drug Trade|450|Crime (Drugs)|-5|-2|-30||||||
Classical|Military Training|460|Crime (Military Desertion)||-2|||||||
Classical|Code of Laws|500|Crime (Vigilantism)||1|-5||||||-20
Classical|Code of Laws|1050|Crime (Rioting)*|-20|-8|-50|-30|-30||||
Classical|Drug Trade|1180|Crime (Drug Cartels)|-30|-12|||||||
Classical|Currency|1320|Crime (Rogue Mercenaries)**||-4|||||||

Medieval|Papacy|42|Crime (Flashing)||-1|||||||
Medieval|Surveying|75|Crime (Tresspassing)||-1|||||||
Medieval|Usury|90|Crime (Embezzlement)||-1|-10||||||
Medieval|Usury|180|Crime (Tax Evasion)||-1|-20||||||
Medieval|Banking|350|Crime (Bank Robbery)|-2|-1|-25||||||

Era|Prereq tech|Min Crime|Crime|:health:|:)|:gold:|%:hammers:|%:commerce:|%:gold:|%:science:|%:culture:|%:espionage:
Ren|Stock Brokering|220|Crime (Insider Trading)||-2|||-10||||
Ren|Corporation|300|Crime (Money Laundering)||-2|-25||||||
Ren|Military Tradition|450|Crime (Insubordination)||-2|||||||
Ren|Corporation|530|Crime (Corporate Manslaughter)|-6|-2|-15||||||
Ren|Stock Brokering|550|Crime (Stock Market Rigging)||-2|-50||||||
Ren|Matchlock|620|Crime (Armed Communities)|-3|-1|||||||
Ren|Constitution|900|Crime (Prison Breakouts)||-3|||||||
Ren|Emancipation|1000|Crime (Human Trafficking)|-4|-6|||||||

Industrial|Modern Sanitation|10|Crime (Toilet Papering)||-1|||||||
Industrial|Women's Suffrage|50|Crime (Sexual Harassment)||-1||||||
Industrial|Motorized Transportation|50|Crime (Drunk Driving)|-1|-1|-5||||||
Industrial|Compulsory Education|55|Crime (Truancy)||-1|||||-5||
Industrial|Labor Union|60|Crime (Welfare Fraud)||-1|-5||||||
Industrial|Motorized Transportation|130|Crime (Car Chase)|-1|-1|-5||||||
Industrial|Women's Suffrage|240|Crime (Domestic Violence)|-1|-2|||||||
Industrial|Labor Union|310|Crime (Racketeering)||-2|||-5||||
Industrial|Motorized Transportation|400|Crime (Car Theft)||-2|-15||||||
Industrial|Applied Economics|410|Crime (Ponzi Schemes)||-2|-30||-10||||
Industrial|Labor Union|520|Crime (Child Labor)|-1|-2|||||-15|-15|
Industrial|Wildlife Conservation|600|Crime (Poaching)|-2|-2|||||||
Industrial|Automatic Weapons|650|Crime (Weapons Trafficking)|-6|-1|||||||
Industrial|Semi-Automatic Weapons|840|Crime (Gun Rampage)|-3|-6|||||||
Industrial|Automatic Weapons|950|Crime (Organized Crime)|-8|-6|-10||||||-20
Industrial|Motorized Transportation|1125|Crime (Car Bombing)|-3|-4|-5||||||
Industrial|Flight|1300|Crime (Aircraft Hijacking)|-4|-8|-10||||||

Era|Prereq tech|Min Crime|Crime|:health:|:)|:gold:|%:hammers:|%:commerce:|%:gold:|%:science:|%:culture:|%:espionage:
Modern|Personal Computers|10|Crime (Cyberbullying)*||-1|||||||
Modern|Fiber Optics|15|Crime (Online Piracy)||1|-2||||||
Modern|Cloud Computing|15|Crime (Malware)||-1|-10||||-5||-20
Modern|Fiber Optics|100|Crime (Internet Fraud)||-1|-10||||||
Modern|Personal Computers|150|Crime (Hacking)||-1||||-5||-5|-5
Modern|Modern Health Care|190|Crime (Elder Abuse)|-3|-1|||||||
Modern|Ecology|200|Crime (Animal Abuse)||-1|||||||
Modern|Minority Rights|250|Crime (Hate Crime)|-2|-2||||||-10|
Modern|Personal Computers|340|Crime (Identity Theft)*||-1|-15||||||
Modern|Modern Sports|350|Crime (Sports Riots)|-4|-2|-10||||||
Modern|Genetics|380|Crime (Gene Forgery)||-2|-15||||||
Modern|Modern Health Care|560|Crime (Medical Fraud)|-6|-2|-10||||||
Modern|Modern Health Care|580|Crime (Organ Trafficking)|-6|-1|||||||
Modern|Ecology|600|Crime (Environmental Dumping)|-8|-3|||||||
Modern|Urban Culture|780|Crime (School Shootings)|-3|-4|||||||
Modern|Cloning|870|Crime (Unlicensed Cloning)|-2|-4|||||-10||
Modern|Urban Culture|1100|Crime (Gang Warfare)*|-12|-4|||||||

TH|Personal Robots|750|Crime (Asimov Tampering)|-1|-2|||||||
TH|Cyberwarfare|820|Crime (Cyberwarfare)||-2|-40||||-20||-100
TH|Mind Uploading|1280|Crime (Illegal Brainwashing)|-2|-6|||||||-200

Galactic|Time Travel|1500|Crime (Timeline Tampering)||-20||||-50|-50|-50|-50


More table breakdowns for reference.

JosEPh
 
Insider Trading seems to be pretty much the same crime as Stock Market Rigging (they have the same tech prereq as well). There's also several repeats on the themes of Theft and Fraud, which could just be upgrading penalties, as I said before.

Emancipation is an foolish tech choice, as currently, it literally does nothing but give you a downside to slavery and unlocks that new human trafficking crime. Guess which tech I won't be researching until it becomes required for something else?
 
I've been thinking about Theft and it's varius levels of severity.

But I'm also finding out that if I change a name the corresponding schemas need changed. And as you stated arakhor there are icons on the techs themselves that give info about the crime. That is a whole 'nother level of modding I'm not familiar or comfortable with.

Just making a chart on paper to show what gets name changed and/or moved to a new tech is really slow going. That is why I've broken the tables up even more to give myself a reliable reference. :p

I'm also reconsidering making 700 the upper limit. It will probably be 1000 instead.

And Armed Communities turns out to be a crime fighting Crime! :lol: It reduces crime by 20/turn once it's era and min crime level are reached.

JosEPh :)
 
Why do you need to change the code name? Can't you simply alter the TXT_KEY and be done with it?
 
Why do you need to change the code name? Can't you simply alter the TXT_KEY and be done with it?

I don't know, can I? <shrug>

JosEPh
 
You can, yes. I opened Notepad++, used "Find in Files" to search for Insider Trading and was told that the TXT_KEY is in Assets\XML\Text\Hydro_CIV4GameText.xml.

You can do the same with any localisation that you wish to change.
 
Well I do - but I am relatively new to this mod. :)

As for crime giving (and gold) buildings I counter them with anti-crime buildings - to still get a gold increase, but not the crime.

Actually I do too. Jewelry immediately comes to mind. (and it's a building I argued over with Hydro about even getting a +5 Crime attachment) Harbor was another but Harbor Master negates the Crime. But then Harbor Warehouse adds it back in.

But buildings like Gambling Den with a paultry Gold return and hit with a +10 Crime, that type I never build even if my empire is on Strike.

JosEPh
 
Then there's the Accountant and the Stockbroker. Yes, they give you extra gold, but why do they give you large amounts of crime? It just seems like Crime was used as a lazy "balancing" factor to the oodles of gold factories, so much so that every civ is ridiculously wealthy, but probably also crime-riddled, unless they've spent time building anti-crime buildings.
 
I think it's mostly because a confusion of cause and effect.
If you see crime as the potential of your citizens to commit a crime, then the crime on these buildings should definetly go. IF your people are likely to commit crimes, they are likely in these buildings.
 
I think it's mostly because a confusion of cause and effect.
If you see crime as the potential of your citizens to commit a crime, then the crime on these buildings should definetly go. IF your people are likely to commit crimes, they are likely in these buildings.
Yeah these buildings would rather be a requirement for specific crimes to exist but not cause the crimes themselves.

On the other hand, they could perhaps be considered as something that can provoke criminal behavior in those that are affected by them on an individual basis and might increase the populations crime rate by a small amount, but right now it is too high to be warranted by this argument.
 
I also have a few choices words to type in your (presumably) upcoming Pollution thread. *mutter*
 
I also have a few choices words to type in your (presumably) upcoming Pollution thread. *mutter*

:lol:

I have not even put out the 1st version of this one yet! ;) :p

JosEPh
 
Well, don't stop on my account! :p
 
Yeah these buildings would rather be a requirement for specific crimes to exist but not cause the crimes themselves.

On the other hand, they could perhaps be considered as something that can provoke criminal behavior in those that are affected by them on an individual basis and might increase the populations crime rate by a small amount, but right now it is too high to be warranted by this argument.

I tend to agree with these points. Primarily they open up new ways to commit crime, but then again those new ways would also introduce a temptation to commit them.

So this would mean an action plan would be to reduce the crime a bit but hinge some crimes on the existence of these buildings as prerequisites.
 
Obvious examples would be Insider Trading (Stock Market) and Embezzlement (Accountant), where your tech level doesn't instantly create new crimes, but your buildings in each city do.
 
Hope to have initial version out either today or tomorrow. It will be posted in the OP.

I have removed 6 crimes so far. Moved several by their prereq Tech. And changed a few :) and :health: values but not many so far. No crime has a minCrime level above 1000. Soliciting was changed from mincrime of 1 to 100. Kidnapping was given Preq tech of Slavery so it does not start on turn 1 of a game. Rape and Murder are still w/o preq techs as before my changes. Removed several from Warfare Tech to Modern Era. Need to make a new count of Crimes in Preh Era (was 14).

Was going to change Mugging to Theft, but set that aside for now. Need to find the right schema(s) and Text_Key(s) to do that.

EDIT: Forgot to mention this, Pests and Disease Modmods will be included with this Crime modmod. They use the same basic xml files and having 1 vs 3 modmods is easier to handle, for everyone impo. :)
JosEPh
 
Soliciting was changed from mincrime of 1 to 100.
So does this mean there are no crimes until 100 or is there still one that begins at 1?

Was going to change Mugging to Theft, but set that aside for now. Need to find the right schema(s) and Text_Key(s) to do that.
Are you using grepWin yet? It makes things like this extremely easy to do. A quick grepWin scan of the XML folder:
Name Size Matches Path Encoding Date modified
SpecialBuildings_CIV4BuildingInfos.xml 661 KB 1 C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Caveman2Cosmos\Assets\XML\Buildings ANSI 6/21/2015 8:25:13 AM
Hydro_CIV4GameText.xml 1.55 MB 1 C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Caveman2Cosmos\Assets\XML\Text ANSI 6/21/2015 8:25:40 AM
So apparently its in Hydro_CIV4GameText.xml. You can then open the file from there and do a search in that file for 'Mugging' and you'll go straight to it.
 
So does this mean there are no crimes until 100 or is there still one that begins at 1?

<snip>

Neither, there are 15 Crimes from 10 to 100 spread over different Eras.

JosEPh
 
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