Garrisons, right now the stronger CS (not RangedCS) the garrisoned unit, the better it helps with crime.
Building Barracks, Armory, Constabulary, Police-station
Building Walls, Castle, Arsenal, (Mine field,) Military base
As far as religion is concerned, both Synagogues and especially Orders reduce crime (Orders doubly so because they also increase city-defense)
Some wonders reduces crime thresholds a well, like Statue of Zeus, Terracotta Army and Brandenburg Gate.
Growing your cities less, Crime is countered by city-defense/Population, as cities grow population increases and city-defense stays static. This kinda makes sense, way easier to keep order in a small village than in a huge metropolis, right?
There's probably also some tenet in order or autocracy reducing crime, but I really can't be bothered looking that up, and by that time your crime should be under control anyways (once you've got Constabularies built you really shouldn't suffer more than a point or so in your biggest cities, assuming you don't grow them out of control).
In general Crime is a major unhappiness contributor during the first half of the game, the only thing you can really do about it is keeping up with your infrastructure/garrison and counteracting the remaining crime with happiness from policies, luxuries, wonders and monopolies. Crime does increase with the size of the city, but I don't think I would ever advice you to avoid growth because of it, this is more a case against focusing completely on growth at the cost of infrastructure. If you absolutely can't make it work at all, those religious buildings I mentioned earlier really do help, and might be worth investing in at the cost of religious beliefs with bigger gameplay impacts.