Noriad2
Emperor
- Joined
- Oct 23, 2014
- Messages
- 1,153
While waiting for the Nightmare option to be adapted to the new deity level, I decided to start a new deity/nightmare game anyway just to get a look at the new features after several months of not playing.
After conquering my third city in mid-prehistoric, I found that keeping crime down was MUCH more difficult. After crime level shot up to 500+ I placed enough buildings and enforcers to get it to drop a decent rate. However, this would last only a few turns then the drop would slow down or crime would even go up again. So I placed more enforcers, and crime would drop again, only to stop dropping a few turns later. Looking in World Builder I confirmed what I suspected: the new autobuildings were spawning a large number of invisible Barbarian thiefs, thiefs that could not be detected by other thiefs (I tried). But I only suspected it because I read about it on this forum. Meanwhile, with REV option on, the city started to get revolt after revolt. Luckily I did not lose the city due to the revolts.
In the end I had a whopping 18 enforcers in the city (with a population of only 1) before crime dropped enough to despawn the new autobuildings that were creating the barbarian thiefs. Since it was only late prehistoric, this nearly bankrupted me, forcing me to set 2 out of 3 cities on Build Wealth. Slowly setting more and more of the enforcers to investigate, after many turns they finally started finding the thiefs one by one, and eventually I managed to clear the city of crime.
While I managed to solve this crisis, for a newbie this would be flabbergasting: why does the crime start to rise again after starting to drop with several measures in place? How is a newbie supposed to know about hidden criminals that even dogs and other criminal units can't detect? 20 years ago, strategy games used to come with 200+ page manuals. But nowadays, nobody reads manuals anymore, and players are accustomed to be able to figure out the game from within the game itself. Having invisible game rules is the best way to annoy new players.
Furthermore, mousing the next AI city I wanted to conquer, I noticed that its central city tile alone had a crime level of over 950, making me suspect that there are a large number of barbarian criminals present. As barbarian criminals keep spawning, and higher crime levels apparently make it harder and harder to investigate them, I wonder if it is possible that there can be so many spawned criminals in a city that it is practically impossible to find them, let alone get rid of them. Other than disbanding the city with CTRL-A, detecting the criminals with dogs or other criminals, then send in a large army to wipe them out.
So I propose the following changes:
1) in the city, there should be a counter that tells the player how many "criminal gangs" are currently hiding in the city. A logical place would be just below the list of properties. Mousing over this value, there should be the advice to set law enforcers on "inspect" to find these gangs. As far as I know, criminals outside of the city can still be detected with dogs or other criminals.
2) limit the number of criminals that can exist in the same city or on the same plot. After all, you can have only so many criminals in a small area before they start to kill each other to get rid of the competition.
After conquering my third city in mid-prehistoric, I found that keeping crime down was MUCH more difficult. After crime level shot up to 500+ I placed enough buildings and enforcers to get it to drop a decent rate. However, this would last only a few turns then the drop would slow down or crime would even go up again. So I placed more enforcers, and crime would drop again, only to stop dropping a few turns later. Looking in World Builder I confirmed what I suspected: the new autobuildings were spawning a large number of invisible Barbarian thiefs, thiefs that could not be detected by other thiefs (I tried). But I only suspected it because I read about it on this forum. Meanwhile, with REV option on, the city started to get revolt after revolt. Luckily I did not lose the city due to the revolts.
In the end I had a whopping 18 enforcers in the city (with a population of only 1) before crime dropped enough to despawn the new autobuildings that were creating the barbarian thiefs. Since it was only late prehistoric, this nearly bankrupted me, forcing me to set 2 out of 3 cities on Build Wealth. Slowly setting more and more of the enforcers to investigate, after many turns they finally started finding the thiefs one by one, and eventually I managed to clear the city of crime.
While I managed to solve this crisis, for a newbie this would be flabbergasting: why does the crime start to rise again after starting to drop with several measures in place? How is a newbie supposed to know about hidden criminals that even dogs and other criminal units can't detect? 20 years ago, strategy games used to come with 200+ page manuals. But nowadays, nobody reads manuals anymore, and players are accustomed to be able to figure out the game from within the game itself. Having invisible game rules is the best way to annoy new players.
Furthermore, mousing the next AI city I wanted to conquer, I noticed that its central city tile alone had a crime level of over 950, making me suspect that there are a large number of barbarian criminals present. As barbarian criminals keep spawning, and higher crime levels apparently make it harder and harder to investigate them, I wonder if it is possible that there can be so many spawned criminals in a city that it is practically impossible to find them, let alone get rid of them. Other than disbanding the city with CTRL-A, detecting the criminals with dogs or other criminals, then send in a large army to wipe them out.
So I propose the following changes:
1) in the city, there should be a counter that tells the player how many "criminal gangs" are currently hiding in the city. A logical place would be just below the list of properties. Mousing over this value, there should be the advice to set law enforcers on "inspect" to find these gangs. As far as I know, criminals outside of the city can still be detected with dogs or other criminals.
2) limit the number of criminals that can exist in the same city or on the same plot. After all, you can have only so many criminals in a small area before they start to kill each other to get rid of the competition.