Property is a new concept in C2C that is sometimes hard to understand. Here's an in-depth guide to make them easier to understand.
Note: this was done with v35 SVN 8549 (28/05/2015) and might not be fully up-to-date for later versions.
Flammability
Flammability is the easiest property to understand: the city's flammability is the sum of the flammability properties of its buildings.
A certain level of flammability is required for certain events to happen:
City fires event offer different choices:
City Fire 1 only has the first option.
City Fire 2 has the first option in exchange for gold, or the 2nd one if you don't pay.
City Fire 3 has the first three options with a decreasing amount of gold cost.
City Fire 4 has options 2-4 with a decreasing amount of gold cost.
City Fire 5 has options 3-5 with a decreasing amount of gold cost.
In my experience, these events remain quite rare even if you happily build many flammable buildings, so don't worry too much about flammability.
Education
Education is more complex as it is generated by some buildings while being simultaneously consumed.
Each turn, a given city's education score is modified the following way:
In time, education will slowly move towards a certain limit and remain at that level until you add more buildings or you population changes. This limit is given by the following table, with the amount of education generated by buildings in the first column and the pop decrease in the first line (so if you have a size 10 city, it'll be the "-10" column, unless you're in Nightmare/Prince in which case this column is for a size 5 city, etc.):
For example, if you generate 10 education per turn in a city that consumes 6 per turn, your education will trend toward +100.
Quick tip to find out what's your education limit: take the difference between your education generated and the consumption from pop (10 - 6 in the example above) and multiply that by 25.
Education will unlock certain bonuses/maluses depending on its current level. The cumulative bonuses granted by each education level are given on the table below:
So if you have 80 education, you'll have Education (Intuitive), Education (Brilliant) and Education (Cultivated) which together add 15% food, hammers, etc.
Note that high education actually increase the amount of food needed to grow. Also remember that the different levels (both positive and negative) are unlocked by techs so there's no real need to push your education too high early on (or fear about it getting too low early on).
As you can see, education has a drastic effect and you should always aim at the very least for a positive education.
Finally, the education level in your capital has also an impact on the Anarchy duration (cumulative 5% per positive education level or -5% per negative education level).
Tourism
Tourism's mechanics are the same as Education; each turn it's modified the following way:
The same trick to calculate limit education also applies to tourism (25 times the difference between tourism provided and city pop).
Tourism has the following effects (only the cumulative effect is displayed here, not the individual effect of each Tourism level):
There's no penalty to having negative tourism (apart from needing more to reach a positive value later on).
Disease
Disease (as well as Crime and Pollution) work a bit like Education and Tourism, but with added complexity due to diffusion.
Disease is modified each turn the following way:
Diffusion means that some disease on a tile is transferred to nearby tiles that have less disease. The amount transferred is equal to 5% of the difference for a diffusion from a city tile, to 20% for a diffusion towards a city tile and 4% between two non-city tiles. Disease can only spread on tiles owned by someone.
Like education and tourism, the disease level in a city will theoretically trend towards a limit of 25 times the disease produced by various sources. However, due to diffusion, it'll take much more time to actually reach that limit (since other tiles act as buffer and also "store" disease) and diffusion from other cities may alter the actual limit (so if you have a very diseased city, its disease will slowly contaminate nearby city and increase their theoretical limit).
Disease only has an effect on cities; disease on plots only "store" it for it to eventually diffuse again to cities later on if their disease level decreases. Negative disease has no effect, but positive disease leads to actual disease "buildings" appearing in the city:
Air and Water pollution
Air Pollution and Water Pollution works pretty much the same way as Disease, except that:
- Air pollution can diffuse to non-owned tiles but won't diffuse on peaks or ocean tiles.
- Water pollution can only diffuse into tiles with either water, a city or a farm on it. It won't diffuse on ocean tiles.
Here are the effects of water pollution (non-cumulative so if you're at 500 pollution, you'll have to add the effects of Minor Groundwater Pollution, Moderate Groundwater Pollution and if the city is on a river tile, Minor River Pollution):
Here are the effects of air pollution (again, non-cumulative):
The thresholds for pollution effects are quite high, so in most of the early and mid-game you shouldn't have to worry about pollution.
Crime
Crime works the same way as Disease with regards to decay and diffusion, with the only exception that the population effect is higher (Nightmare/Prince generate 4 crime per pop, Nightmare/Emperor 5 per pop)
As pop effect and sources of crime are usually higher than for the other properties (typically five times), expect your Crime rate to reach much higher (or lower) values.
When Crime reaches a certain level in your city, new "Crime" buildings will appear - Murder, Pickpocket, etc. Most of those buildings are unlocked at specific techs (not just by Crime level) so you may find yourself with a big hit on your economy after researching a tech due to a range of Crime building suddenly appearing.
There are many, many crime building with various prerequisites, maluses and even bonuses; the list below just gives the main effects for all crimes (sorted chronologically by unlock tech) to keep things readable.
Note: this was done with v35 SVN 8549 (28/05/2015) and might not be fully up-to-date for later versions.
Flammability
Flammability is the easiest property to understand: the city's flammability is the sum of the flammability properties of its buildings.
A certain level of flammability is required for certain events to happen:
- 5 Flammability : City fire 1
- 25 Flammability : City fire 2
- 50 Flammability : City fire 3
- 100 Flammability : City fire 4
- 150 Flammability : City fire 5
- 25 Flammability : Cigarette smoker (lose a bit of gold or the theatre in a city)
- 50 Flammability : Industrial fire (lose a bit of gold or the factory in a city)
City fires event offer different choices:
- Lose a random building, with the more flammability the building has, the more likely it will be picked.
- 10% chance to lose in addition to the first building a another building destroyed the same way
- 20% chance to lose in addition to the first building (Flammability/10) more buildings
- 40% chance to lose in addition to the first building (Flammability/5) more buildings as well as some pop
- 80% chance to lose in addition to the first building (Flammability/5) more buildings as well as some pop
City Fire 1 only has the first option.
City Fire 2 has the first option in exchange for gold, or the 2nd one if you don't pay.
City Fire 3 has the first three options with a decreasing amount of gold cost.
City Fire 4 has options 2-4 with a decreasing amount of gold cost.
City Fire 5 has options 3-5 with a decreasing amount of gold cost.
In my experience, these events remain quite rare even if you happily build many flammable buildings, so don't worry too much about flammability.
Education
Education is more complex as it is generated by some buildings while being simultaneously consumed.
Each turn, a given city's education score is modified the following way:
- Reduce the total education by 4%. This applies to positive or negative education, so it'll trend towards 0.
- Decrease education by the city's population, so a size 10 city will lose 10 education per turn (in addition to the decay). This is modified by the difficulty level, especially in Nightmare mode where Prince level doubles this loss, Monarch triples it, etc.
- Add the education provided by the buildings in the city and your civics
In time, education will slowly move towards a certain limit and remain at that level until you add more buildings or you population changes. This limit is given by the following table, with the amount of education generated by buildings in the first column and the pop decrease in the first line (so if you have a size 10 city, it'll be the "-10" column, unless you're in Nightmare/Prince in which case this column is for a size 5 city, etc.):
-2 | -4 | -6 | -8 | -10 | -12 | -14 | -16 | -18 | -20 | |
0 | -50 | -100 | -150 | -200 | -250 | -300 | -350 | -400 | -450 | -500 |
1 | -25 | -75 | -125 | -175 | -225 | -275 | -325 | -375 | -425 | -475 |
2 | 0 | -50 | -100 | -150 | -200 | -250 | -300 | -350 | -400 | -450 |
3 | 25 | -25 | -75 | -125 | -175 | -225 | -275 | -325 | -375 | -425 |
4 | 50 | 0 | -50 | -100 | -150 | -200 | -250 | -300 | -350 | -400 |
5 | 75 | 25 | -25 | -75 | -125 | -175 | -225 | -275 | -325 | -375 |
6 | 100 | 50 | 0 | -50 | -100 | -150 | -200 | -250 | -300 | -350 |
7 | 125 | 75 | 25 | -25 | -75 | -125 | -175 | -225 | -275 | -325 |
8 | 150 | 100 | 50 | 0 | -50 | -100 | -150 | -200 | -250 | -300 |
9 | 175 | 125 | 75 | 25 | -25 | -75 | -125 | -175 | -225 | -275 |
10 | 200 | 150 | 100 | 50 | 0 | -50 | -100 | -150 | -200 | -250 |
11 | 225 | 175 | 125 | 75 | 25 | -25 | -75 | -125 | -175 | -225 |
12 | 250 | 200 | 150 | 100 | 50 | 0 | -50 | -100 | -150 | -200 |
13 | 275 | 225 | 175 | 125 | 75 | 25 | -25 | -75 | -125 | -175 |
14 | 300 | 250 | 200 | 150 | 100 | 50 | 0 | -50 | -100 | -150 |
15 | 325 | 275 | 225 | 175 | 125 | 75 | 25 | -25 | -75 | -125 |
16 | 350 | 300 | 250 | 200 | 150 | 100 | 50 | 0 | -50 | -100 |
17 | 375 | 325 | 275 | 225 | 175 | 125 | 75 | 25 | -25 | -75 |
18 | 400 | 350 | 300 | 250 | 200 | 150 | 100 | 50 | 0 | -50 |
19 | 425 | 375 | 325 | 275 | 225 | 175 | 125 | 75 | 25 | -25 |
20 | 450 | 400 | 350 | 300 | 250 | 200 | 150 | 100 | 50 | 0 |
For example, if you generate 10 education per turn in a city that consumes 6 per turn, your education will trend toward +100.
Quick tip to find out what's your education limit: take the difference between your education generated and the consumption from pop (10 - 6 in the example above) and multiply that by 25.
Education will unlock certain bonuses/maluses depending on its current level. The cumulative bonuses granted by each education level are given on the table below:
Education | Last education level | Prereq Tech | %![]() | %![]() | %![]() | %![]() | ![]() | Free Specialists | %Trade modifier | %food needed | % GP birth | % GG birth | %War exhaustion | Flammability | Crime | Disease |
<=-10000 | Education (Idiocracy) | TECH_SINGULARITY | -50 | -50 | -50 | -50 | -30 | -4 | -55 | -55 | -100 | -5 | -55 | 30 | 55 | 55 |
-5000 to -9999 | Education (Preposterous) | TECH_HUMAN_MACHINE_INTERFACE | -45 | -45 | -45 | -45 | -25 | -3 | -45 | -45 | -81 | -4 | -45 | 25 | 45 | 45 |
-2500 to -4999 | Education (Ridiculous) | TECH_KNOWLEDGE_MANAGEMENT | -40 | -40 | -40 | -40 | -20 | -3 | -36 | -36 | -64 | -4 | -36 | 20 | 36 | 36 |
-1000 to -2499 | Education (Dimwitted) | TECH_COMPULSORY_EDUCATION | -35 | -35 | -35 | -35 | -16 | -3 | -28 | -28 | -49 | -3 | -28 | 16 | 28 | 28 |
-500 to -999 | Education (Farcical) | TECH_EDUCATION | -30 | -30 | -30 | -30 | -12 | -2 | -21 | -21 | -36 | -3 | -21 | 12 | 21 | 21 |
-250 to -499 | Education (Moronic) | TECH_LITERATURE | -25 | -25 | -25 | -25 | -9 | -2 | -15 | -15 | -25 | -2 | -15 | 9 | 15 | 15 |
-100 to -249 | Education (Absurd) | TECH_SPECIALIZATION | -20 | -20 | -20 | -20 | -6 | -2 | -10 | -10 | -16 | -2 | -10 | 6 | 10 | 10 |
-50 to -99 | Education (Senseless) | TECH_SEDENTARY_LIFESTYLE | -15 | -15 | -15 | -15 | -4 | -1 | -6 | -6 | -9 | -1 | -6 | 4 | 6 | 6 |
-25 to -49 | Education (Foolish) | TECH_ORAL_TRADITION | -10 | -10 | -10 | -10 | -2 | -1 | -3 | -3 | -4 | -1 | -3 | 2 | 3 | 3 |
-10 to -24 | Education (Unaware) | - | -5 | -5 | -5 | -5 | -1 | -1 | -1 | -1 | -1 | -1 | 1 | 1 | 1 | |
10 to 24 | Education (Intuitive) | - | 5 | 5 | 5 | 5 | 1 | 1 | 1 | 5 | 1 | 1 | -1 | -1 | -1 | |
25 to 49 | Education (Brilliant) | TECH_ORAL_TRADITION | 10 | 10 | 10 | 10 | 2 | 1 | 3 | 10 | 4 | 1 | 3 | -2 | -3 | -3 |
50 to 99 | Education (Cultivated) | TECH_SEDENTARY_LIFESTYLE | 15 | 15 | 15 | 15 | 4 | 1 | 6 | 15 | 9 | 1 | 6 | -4 | -6 | -6 |
100 to 249 | Education (Knowledgeable) | TECH_SPECIALIZATION | 20 | 20 | 20 | 20 | 6 | 2 | 10 | 20 | 16 | 2 | 10 | -6 | -10 | -10 |
250 to 499 | Education (Acumen) | TECH_LITERATURE | 25 | 25 | 25 | 25 | 9 | 2 | 15 | 30 | 25 | 2 | 15 | -9 | -15 | -15 |
500 to 999 | Education (Scholarly) | TECH_EDUCATION | 30 | 30 | 30 | 30 | 12 | 2 | 21 | 40 | 36 | 3 | 21 | -12 | -21 | -21 |
1000 to 2499 | Education (Enlightened) | TECH_COMPULSORY_EDUCATION | 35 | 35 | 35 | 35 | 16 | 3 | 28 | 50 | 49 | 3 | 28 | -16 | -28 | -28 |
2500 to 4999 | Education (Cosmopolitan) | TECH_KNOWLEDGE_MANAGEMENT | 40 | 40 | 40 | 40 | 20 | 3 | 36 | 65 | 64 | 4 | 36 | -20 | -36 | -36 |
5000 to 9999 | Education (Wunderkind) | TECH_HUMAN_MACHINE_INTERFACE | 45 | 45 | 45 | 45 | 25 | 3 | 45 | 80 | 81 | 4 | 45 | -25 | -45 | -45 |
>=10000 | Education (Mastermind) | TECH_SINGULARITY | 50 | 50 | 50 | 50 | 30 | 4 | 55 | 100 | 100 | 5 | 55 | -30 | -55 | -55 |
So if you have 80 education, you'll have Education (Intuitive), Education (Brilliant) and Education (Cultivated) which together add 15% food, hammers, etc.
Note that high education actually increase the amount of food needed to grow. Also remember that the different levels (both positive and negative) are unlocked by techs so there's no real need to push your education too high early on (or fear about it getting too low early on).
As you can see, education has a drastic effect and you should always aim at the very least for a positive education.
Finally, the education level in your capital has also an impact on the Anarchy duration (cumulative 5% per positive education level or -5% per negative education level).
Tourism
Tourism's mechanics are the same as Education; each turn it's modified the following way:
- Reduce the total by 4%. This applies to positive or negative tourism, so it'll trend towards 0.
- Decrease by the city's population, so a size 10 city will lose 10 tourism per turn (in addition to the decay).
- Add the tourism provided by the buildings in the city
The same trick to calculate limit education also applies to tourism (25 times the difference between tourism provided and city pop).
Tourism has the following effects (only the cumulative effect is displayed here, not the individual effect of each Tourism level):
Tourism | Last Tourism level | %![]() | %![]() | ![]() | Crime | Disease | Air pollution | Water pollution |
10 to 24 | Tourism (Level 1) | 10 | 10 | 1 | 10 | 5 | 5 | 5 |
25 to 49 | Tourism (Level 2) | 20 | 20 | 2 | 20 | 10 | 10 | 10 |
50 to 99 | Tourism (Level 3) | 30 | 30 | 3 | 30 | 15 | 15 | 15 |
100 to 249 | Tourism (Level 4) | 40 | 40 | 4 | 40 | 20 | 20 | 20 |
250 to 499 | Tourism (Level 5) | 50 | 50 | 5 | 50 | 25 | 25 | 25 |
500 to 999 | Tourism (Level 6) | 60 | 60 | 6 | 60 | 30 | 30 | 30 |
1000 to 2499 | Tourism (Level 7) | 70 | 70 | 7 | 70 | 35 | 35 | 35 |
2500 to 4999 | Tourism (Level 8) | 80 | 80 | 8 | 80 | 40 | 40 | 40 |
5000 to 9999 | Tourism (Level 9) | 90 | 90 | 9 | 90 | 45 | 45 | 45 |
>= 10000 | Tourism (Level 10) | 110 | 110 | 10 | 100 | 50 | 50 | 50 |
There's no penalty to having negative tourism (apart from needing more to reach a positive value later on).
Disease
Disease (as well as Crime and Pollution) work a bit like Education and Tourism, but with added complexity due to diffusion.
Disease is modified each turn the following way:
- Reduce the total by 4%. This applies to positive or negative disease, so it'll trend towards 0.
- Diffuse the total to nearby tiles (see below)
- Increase by the city's population, so a size 10 city will get 10 disease per turn (in addition to the decay).
- Decrease (or increase) by the disease provided by the buildings in the city and your civics
Diffusion means that some disease on a tile is transferred to nearby tiles that have less disease. The amount transferred is equal to 5% of the difference for a diffusion from a city tile, to 20% for a diffusion towards a city tile and 4% between two non-city tiles. Disease can only spread on tiles owned by someone.
Like education and tourism, the disease level in a city will theoretically trend towards a limit of 25 times the disease produced by various sources. However, due to diffusion, it'll take much more time to actually reach that limit (since other tiles act as buffer and also "store" disease) and diffusion from other cities may alter the actual limit (so if you have a very diseased city, its disease will slowly contaminate nearby city and increase their theoretical limit).
Disease only has an effect on cities; disease on plots only "store" it for it to eventually diffuse again to cities later on if their disease level decreases. Negative disease has no effect, but positive disease leads to actual disease "buildings" appearing in the city:
Min disease level | Disease | Prereq Tech | Prereq Bonus | Prereq Pest | Obsolete tech | ![]() | ![]() | Special |
1 | Disease (Common Cold) | -1 | ||||||
50 | Disease (Scurvy) | Modern Health Care | -1 | +1 health with Lemon bonus | ||||
50 | Disease (Dysentery) | Modern Health Care | -3 | +1 health with Sanitation and Modern Sanitation techs | ||||
100 | Disease (Swine Flu) | Pig | Smart Drugs | -1 | ||||
100 | Disease (Bird Flu) | Poultry or Parrot | Smart Drugs | -1 | ||||
100 | Disease (Anthrax) | Sheep or Cow | Smart Drugs | -1 | ||||
100 | Disease (Cholera) | Waterworks | Smart Drugs | -4 | +1 health with Sanitation and Modern Sanitation techs | |||
100 | Disease (Diphtheria) | Trade | Medicine | -2 | ||||
100 | Disease (HIV) | Genetics | Homo Superior | -5 | -2 | |||
100 | Disease (Leprosy) | Crop Rotation | Modern Health Care | -2 | -1 | |||
100 | Disease (Measles) | Anatomy | Modern Health Care | -3 | ||||
100 | Disease (Scarlet Fever) | Biology | Smart Drugs | -3 | ||||
150 | Disease (Malaria) | Mosquitoes | Modern Health Care | -4 | ||||
150 | Disease (Typhoid Fever) | Sedentary Lifestyle | Antibiotics | -3 | -1 | +1 health with Sanitation tech | ||
200 | Disease (Bubonic Plague) | Agricultural tools | Fleas | Modern Health Care | -5 | -2 | ||
200 | Disease (Smallpox) | Sedentary Lifestyle | Antibiotics | -5 | -2 |
Air and Water pollution
Air Pollution and Water Pollution works pretty much the same way as Disease, except that:
- Air pollution can diffuse to non-owned tiles but won't diffuse on peaks or ocean tiles.
- Water pollution can only diffuse into tiles with either water, a city or a farm on it. It won't diffuse on ocean tiles.
Here are the effects of water pollution (non-cumulative so if you're at 500 pollution, you'll have to add the effects of Minor Groundwater Pollution, Moderate Groundwater Pollution and if the city is on a river tile, Minor River Pollution):
Min pollution | Pollution | Requires water | Requires river | ![]() | ![]() | ![]() | Sea plot![]() | Sea plot![]() | River plot![]() | River plot![]() | Disease |
400 | Pollution (Minor Groundwater Pollution) | -1 | 5 | ||||||||
450 | Pollution (Moderate Groundwater Pollution) | -2 | -1 | 10 | |||||||
500 | Pollution (Minor River Pollution) | yes | -1 | -1 | -1 | 5 | |||||
550 | Pollution (Minor Coastal Pollution) | yes | -1 | -1 | -1 | 5 | |||||
650 | Pollution (Major Groundwater Pollution) | -3 | -2 | 15 | |||||||
700 | Pollution (Moderate River Pollution) | yes | -2 | -1 | -2 | -2 | 10 | ||||
750 | Pollution (Moderate Coastal Pollution) | yes | -2 | -1 | -2 | -2 | 10 | ||||
800 | Pollution (Red Tide) | yes | -2 | -5 | 5 | ||||||
850 | Pollution (Major Coastal Pollution) | yes | -3 | -2 | -3 | -3 | 15 | ||||
900 | Pollution (Major River Pollution) | yes | -3 | -2 | -3 | -3 | 15 | ||||
950 | Pollution (Toxic Hydrosphere) | -10 | -10 | -10 | -10 | 20 |
Here are the effects of air pollution (again, non-cumulative):
Min pollution | Pollution | Destroys building | ![]() | ![]() | ![]() | Sea plot![]() | Disease |
400 | Pollution (Light Smog) | -1 | 5 | ||||
450 | Pollution (Moderate Smog) | -2 | -1 | 10 | |||
500 | Pollution (Minor Global Warming) | -1 | |||||
550 | Pollution (Minor Ozone Depletion) | Ozone generator | -1 | 5 | |||
600 | Pollution (Acid Rain) | Deacidification station | -2 | -5 | 10 | ||
650 | Pollution (Heavy Smog) | -3 | -2 | 15 | |||
750 | Pollution (Moderate Global Warming) | -2 | -1 | ||||
750 | Pollution (Moderate Ozone Depletion) | Ozone generator | -2 | -1 | 10 | ||
800 | Pollution (Reef Bleaching) | -2 | -5 | ||||
850 | Pollution (Major Ozone Depletion) | Ozone generator | -3 | -2 | 15 | ||
900 | Pollution (Major Global Warming) | -3 | -2 | ||||
950 | Pollution (Toxic Atmosphere) | -10 | -10 | -10 | -10 | 20 | |
1000 | Pollution (Blackened Skies) | -20 | -20 | -20 | -20 | 25 |
The thresholds for pollution effects are quite high, so in most of the early and mid-game you shouldn't have to worry about pollution.
Crime
Crime works the same way as Disease with regards to decay and diffusion, with the only exception that the population effect is higher (Nightmare/Prince generate 4 crime per pop, Nightmare/Emperor 5 per pop)
As pop effect and sources of crime are usually higher than for the other properties (typically five times), expect your Crime rate to reach much higher (or lower) values.
When Crime reaches a certain level in your city, new "Crime" buildings will appear - Murder, Pickpocket, etc. Most of those buildings are unlocked at specific techs (not just by Crime level) so you may find yourself with a big hit on your economy after researching a tech due to a range of Crime building suddenly appearing.
There are many, many crime building with various prerequisites, maluses and even bonuses; the list below just gives the main effects for all crimes (sorted chronologically by unlock tech) to keep things readable.
Prereq tech | Min Crime | Crime | ![]() | ![]() | ![]() | %![]() | %![]() | %![]() | %![]() | %![]() | %![]() |
515 | Crime (Kidnapping) | -3 | |||||||||
525 | Crime (Rape) | -2 | -3 | ||||||||
700 | Crime (Murder) | -6 | -3 | ||||||||
Scavenging | 275 | Crime (Mugging) | -3 | -2 | -10 | ||||||
Shelter Building | 325 | Crime (Burglary) | -2 | -5 | |||||||
Cultural Identity | 1350 | Crime (Sectarian Violence) | -40 | -20 | |||||||
Personal Adornment | 35 | Crime (Pickpocketing) | -1 | -1 | |||||||
Personal Adornment | 340 | Crime (Identity Theft) | -1 | -15 | |||||||
Barter | 160 | Crime (Shoplifting) | -1 | -2 | |||||||
Warfare | 300 | Crime (Fighting) | -3 | -2 | |||||||
Barter | 475 | Crime (Bribery) | -2 | -20 | |||||||
Warfare | 500 | Crime (Gangs) | -5 | -3 | -10 | ||||||
Warfare | 920 | Crime (Looting) | -3 | -50 | -20 | ||||||
Warfare | 1050 | Crime (Rioting) | -20 | -8 | -50 | -30 | -30 | ||||
Warfare | 1100 | Crime (Gang Warfare) | -12 | -4 | |||||||
Fire Making | 250 | Crime (Arson) | -2 | -2 | |||||||
Chiefdom | 1070 | Crime (Power Struggles) | -2 | -4 | |||||||
Conduct | 725 | Crime (Corruption) | -3 | -20 | -30 | ||||||
Trade | 1 | Crime (Soliciting) | -2 | ||||||||
Fermentation | 30 | Crime (Public Intoxication) | -1 | ||||||||
Trade | 425 | Crime (Black Markets) | -4 | -2 | -10 | -20 | |||||
Oratory | 25 | Crime (False Accusations) | -1 | ||||||||
Writing | 75 | Crime (Forgery) | -1 | -5 | |||||||
Currency | 70 | Crime (Blackmail) | -1 | ||||||||
Currency | 100 | Crime (Counterfeiting) | -1 | -15 | |||||||
Currency | 140 | Crime (Extortion) | -2 | ||||||||
Alphabet | 175 | Crime (Illegal Immigration) | -2 | -10 | |||||||
Military Training | 460 | Crime (Military Desertion) | -2 | ||||||||
Currency | 1320 | Crime (Rogue Mercenaries) | -4 | ||||||||
Code of Laws | 500 | Crime (Vigilantism) | 1 | -5 | -20 | ||||||
Drug Trade | 450 | Crime (Drugs) | -5 | -2 | -30 | ||||||
Drug Trade | 1180 | Crime (Drug Cartels) | -30 | -12 | |||||||
Sanitation | 10 | Crime (Littering) | -1 | -1 | -1 | ||||||
Aesthetics | 20 | Crime (Graffiti) | -1 | ||||||||
Insurance | 120 | Crime (Insurance Fraud) | -1 | -10 | |||||||
Papacy | 42 | Crime (Flashing) | -1 | ||||||||
Usury | 90 | Crime (Embezzlement) | -1 | -10 | |||||||
Usury | 180 | Crime (Tax Evasion) | -1 | -20 | |||||||
Surveying | 75 | Crime (Tresspassing) | -1 | ||||||||
Banking | 350 | Crime (Bank Robbery) | -2 | -1 | -25 | ||||||
Matchlock | 620 | Crime (Armed Communities) | -3 | -1 | |||||||
Corporation | 300 | Crime (Money Laundering) | -2 | -25 | |||||||
Corporation | 530 | Crime (Corporate Manslaughter) | -6 | -2 | -15 | ||||||
Stock Brokering | 220 | Crime (Insider Trading) | -2 | -10 | |||||||
Stock Brokering | 550 | Crime (Stock Market Rigging) | -2 | -50 | |||||||
Constitution | 900 | Crime (Prison Breakouts) | -3 | ||||||||
Emancipation | 1000 | Crime (Human Trafficking) | -4 | -6 | |||||||
Military Tradition | 450 | Crime (Insubordination) | -2 | ||||||||
Wildlife Conservation | 600 | Crime (Poaching) | -2 | -2 | |||||||
Modern Sanitation | 10 | Crime (Toilet Papering) | -1 | ||||||||
Labor Union | 60 | Crime (Welfare Fraud) | -1 | -5 | |||||||
Labor Union | 310 | Crime (Racketeering) | -2 | -5 | |||||||
Labor Union | 520 | Crime (Child Labor) | -1 | -2 | -15 | -15 | |||||
Semi-Automatic Weapons | 840 | Crime (Gun Rampage) | -3 | -6 | |||||||
Women's Suffrage | 50 | Crime (Sexual Harassment) | -1 | ||||||||
Women's Suffrage | 240 | Crime (Domestic Violence) | -1 | -2 | |||||||
Motorized Transportation | 50 | Crime (Drunk Driving) | -1 | -1 | -5 | ||||||
Motorized Transportation | 130 | Crime (Car Chase) | -1 | -1 | -5 | ||||||
Motorized Transportation | 400 | Crime (Car Theft) | -2 | -15 | |||||||
Motorized Transportation | 1125 | Crime (Car Bombing) | -3 | -4 | -5 | ||||||
Compulsory Education | 55 | Crime (Truancy) | -1 | -5 | |||||||
Flight | 1300 | Crime (Aircraft Hijacking) | -4 | -8 | -10 | ||||||
Automatic Weapons | 650 | Crime (Weapons Trafficking) | -6 | -1 | |||||||
Automatic Weapons | 950 | Crime (Organized Crime) | -8 | -6 | -10 | -20 | |||||
Applied Economics | 410 | Crime (Ponzi Schemes) | -2 | -30 | -10 | ||||||
Modern Health Care | 190 | Crime (Elder Abuse) | -3 | -1 | |||||||
Modern Health Care | 560 | Crime (Medical Fraud) | -6 | -2 | -10 | ||||||
Modern Health Care | 580 | Crime (Organ Trafficking) | -6 | -1 | |||||||
Personal Computers | 150 | Crime (Hacking) | -1 | -5 | -5 | -5 | |||||
Minority Rights | 250 | Crime (Hate Crime) | -2 | -2 | -10 | ||||||
Ecology | 200 | Crime (Animal Abuse) | -1 | ||||||||
Ecology | 600 | Crime (Environmental Dumping) | -8 | -3 | |||||||
Modern Sports | 350 | Crime (Sports Riots) | -4 | -2 | -10 | ||||||
Fiber Optics | 15 | Crime (Online Piracy) | 1 | -2 | |||||||
Fiber Optics | 100 | Crime (Internet Fraud) | -1 | -10 | |||||||
Genetics | 380 | Crime (Gene Forgery) | -2 | -15 | |||||||
Urban Culture | 780 | Crime (School Shootings) | -3 | -4 | |||||||
Cloud Computing | 15 | Crime (Malware) | -1 | -10 | -5 | -20 | |||||
Cloning | 870 | Crime (Unlicensed Cloning) | -2 | -4 | -10 | ||||||
Online Community | 10 | Crime (Cyberbullying) | -1 | ||||||||
Cyberwarfare | 820 | Crime (Cyberwarfare) | -2 | -40 | -20 | -100 | |||||
Personal Robots | 750 | Crime (Asimov Tampering) | -1 | -2 | |||||||
Mind Uploading | 1280 | Crime (Illegal Brainwashing) | -2 | -6 | -200 | ||||||
Time Travel | 1500 | Crime (Timeline Tampering) | -20 | -50 | -50 | -50 | -50 |
Last edited: