I had a big issue with crime too. Nowhere in the game is it explained well. There is a post here on the site that does explain it well. I'll explain it in short.
At certain crime rates you get bad buildings. These are the ones that spawn criminals in your cities.
They count as barbarian civ criminals. So will your opponents have criminals that could come visit you.
The opponent could train their own criminals, you wouldn't know the difference.
You can train your own criminals, they work the same. But offcourse you WILL know the difference and you can put them in their cities to screw m.
To counter them.
Never ever let your crime rate get 100+ in any city ever. Anti crime buildings first, and don't make loan sharks lenders or anything not worthwhile.
Failing that, you are going to need police (law units) and dogs.
There's about 10 max criminals that will spawn in your city. Catching them with massive ongoing crime doesn't help, they will just respawn.
First build the buildings and get a cop army with policing promotions. Get that crime down and have an ok -rate. Now get good cops and maybe some city specialists to do the investigation.
Dogs sniff out criminals they will become seen but there is still nothing you can do about it.
The investigation gives a chance every turn to make criminals 'wanted'. If you succeed you will be notified and the criminal will have the wanted promotion on him. But you still need a dog to actually see him.
Allright now you have a criminal with the small wanted icon above him.
You need a cop in the city, pref. your strongest one. Click on him alone (no stack) and look at his options. There should be an arrest button. Click on it.
Now you get the list of all wanted criminals in the city and you can pick one. They start to fight. Good odds for you, but cops can die.
You win and you kill or most likely imprison the bad guy. now you have a captive to use as you please.
Tips.
You can absolutely devastate an opponent by making his cities crime ridden with your criminals. It's a valid strategy.
Opponents can do this to you too.
Opponents often have crime troubles, especially if you take their attention instead. If you take his cities those problems are now yours. You need a good police force to tag along with your army.
But wait, you can just raze their cities.... Now there are a bunch of angry criminals looking for a new home. Guess where they are going. So always bring dogs along to see criminals and can kill them before they all relocate inside your own cities.
There are other things than criminals. Strike teams and ruffians, but they work slightly different and i don't know enough about them.
Anyway, hope this helps.
Rmi, thank you really thank you. I´ve read what Thunderbrd wrote on the Investigation and Crime thread, but didn´t get it quite well not because It wasn´t clear, because in v37 I could not get that notification on the wanted promotion never ever. Even with like then town wachtmen upgraded with the special promotion and one detective. I hope, as it was said above, it was due to the bad balance. I´ll try a new game with the SVN and see what happens, however your explanation was really good.
That will work for Punk units but not for Cultures. It would probably be better to use the "correct" way which is to edit the MLF file (MLF_CIV4ModularLoadingControls.XML) in that folder and turn off the bits you don't want by setting them to 0 rather than 1 as they are now. Deleting them without changing the MLF may cause problems. That file indicates both which modules are included and which order they are loaded, which can be important.
You can't disable Cultures as they are part of the core. They were never put in as modular or to be optional.
Dancing Hoskuld, thank you, I´ll try to do that after upload to the head revision before I start my new game. How will I know I followed your instructions correctly? I mean will those techs (steampunk, dieselpunk, megafauna, etc) still appear on the tech tree but wont be choosable? Or will just not appear directly?
By no means I wanted to disable cultures. As matter of fact, beeing and old, old and experienced Civ player, I believe this is the most amazing feature I´ve ever seen. It solves many approaches that tried to give more realism and diveresity to the game and are awesome. It gives flavour to one particular civ without the need of putting a whole new civilization on game (like for example greeks and byzantines, or turks and ottomans). I mean, its perfect. So far, for me it´s best (between a huge amount of good things) feature of C2C.
I believe some of them need some adjusment or some civ have some bugs, because for example on my previous game Zulus were able to build almost any culture, from northamerican to middle eastern (maybe because there is a mistake with their native culture)
Finally, I don´t want to seem stupid but, as I was writing this post, the SVN download finished. It says it was a succesfull download, head revison 9663 160 MB aprox. I´ve used SVN before with CIV 4 and other games and always I´ve downladed a full new version of the game, uncompressed usually that always weighted a lot. I think this mod is hughe so those 160 MB are a lie. Do I have to put those files in the previous C2C mod folder or this is really a standalone 160 MB version of the mod?
Thanks again in advance for your responses. Regards!