Yudishtira
Spiritual/Creative
1) is about 22The investigation check is calculated from:
1) Full amount of the LE unit with the highest current Investigation value
2) +10% of the cumulative investigation amounts of all remaining units with investigation present
3) +Investigation amount from buildings in the city (including player modifiers)
4) - The city's amount of Insidiousness (including player modifiers)
5) - The criminal who's being investigated's natural Insidiousness
The resulting Investigation amount is either multiplied by .1 or .01 (can't recall offhand) and this becomes the % chance of a successful investigation check. One is made every round against each local criminal, even your own, and the primary LE unit involved in the check gets XP for doing it, as does the criminal for attempting to avoid being investigated.
2) is about 2 x 6 = 12
3) no idea: question: do LEs still get this if it's not their city?
4, 5) from alt-mouseover of the criminal, I get 130. The crime autobuilds are certainly included in that. Is there an amount of city insidiousness that is not included here, and if so, where do I find it?
Unless the remaining amount from 3, 4 & 5 gives me a big surprise when I calculate it, the result is currently a little below -100. Even if the crime level could be returned to zero, investigations will still have a -ve chance of success. When they ever push their nose above zero, they will be reduced by a further 90 or 99%.
All the criminals, but only one LE, are getting XP from these impossible investigations, so the LEs need to get out of there to avoid going backwards. But of course then they will not be able to reduce the crime property.
Maybe this belongs in the bugs thread after all...