ALL it's levels in both Gold and Crime are too strong. Unless you've reduced the Crime they give since I last looked it does not take much for the upper levels to shoot your Crime level to the point that the worst Individual Crime Levels are reached and the roof caves in on you. I toned most of the upper level Ind Crimes down a notch from what Hydro had them set at. But even so they are still Bad things to have.
So it's mostly just that it has too strong an effect? I don't know, experience-wise, if I'd agree or not since I haven't had a game go past classical in some time. But I do know that I have some concern that LE units may get too strong at combatting crime for the rate that crime increases and that there may become, as a result, some margin to work with there that a system such as tourism could solve for to keep some cities challenged once the LE units start getting truly powerful.
But I can certainly see the point in toning down or up to help with balance. Nothing wrong with that.
Remember Sparth getting upset with me about Crime? He said it was broken. That's because if you hit 800 the Crime it opens up is devastatingly vicious. To player and AI alike. And if your Crime level cycles around that 800 level the swings in crime it simulates is a full blown rev type disaster. But your crime levels will swing wildly up and then down as you fight to keep it below 800. Hit 800 because Pop is always generating crime and it shoots thru the roof again. Build a dozen LE units and it comes down and when it gets below 800 it can plummet to a -Crime level for a little while. But when it comes back....the roller coaster ride of doom is back on.
Have we considered maybe spreading out the crime trigger points to a longer width of values (so that what horrific thing triggers at 800 now triggers at say, 2000 instead?) Perhaps we should make the impact of crime smoother as it grows rather than offering spots of huge jolts of impact.
I think this version that's something we need to seriously consider. I'm not going to tamper directly but I'd like you to pay close attention to how I'm going to work with DH on the disease stuff and how that kind of thinking should probably apply to crimes as well. It will have to do with levels of disease intensity being varied. Rather than just having a Common Cold, you'll have 5% of the population having a Common Cold, 10% of the population having the Common Cold, in steps all the way up to potentially, though incredibly unlikely to ever reach, 100% of the population having a Common Cold. Crime should have 'levels' for each crime in much the same way, and I was kinda thinking it should be based on the % of population that the population has been victimized by, either directly or indirectly, on an annual basis.
Now add in that the levels of Tourism are running in the back ground. Tourism makes Gold, therefore to player and AI Tourism is Good. Aaaaggggnt Wrong! Upper tourism above level 5 is Bad! The player nor AI is aware of this.
Tourism is a neutral property which is just as bad as it is good and is more of a 'penalty of success' kind of affair. You can't do anything to build to counter it but you can enhance it and as it's meant to be both good and bad, the AI is not given to care about it. But it's penalty... crime enhancement... is something the AI can and does react to at a very high level of priority if it can economically manage to do so, which tourism is helping to provide, thus the solution is contained within the 'disease'. So why have it at all? It pushes the player to have different challenges in different cities and it models RL. Of course, things haven't been measured out to perfection, nor would we want to. I suspect that it is cheaper to hire the LE units to control the crime than the added income is bringing in so it's probably a bit better than worse for the city overall. Of course, how damaging crime is a matter of how poorly it is handled and from what I can see in pushing the AI with my own criminals, they are far superior to a human player at measuring out response needs down to perfection. If they fail to manage crime, it's got to be a failure to manage the economy and since tourism brings the economic power to manage it, I'd have a hard time suspecting the AI would struggle with it.
But the player probably would. Which would be good if we could smooth out the impact of crime a bit so that it doesn't cripple so fast and hard, as it can surge.
This surging effect is something I've been observing. Yes it comes from emergent criminals and the challenges they produce that cannot be immediately responded to like a whack-a-mole game but rather control must be wrestled back in the city from the criminal element. This is a great experience and you get benefits for having been through it - captives and XP and so on that can be tough to get during times of peace so war is not quite as necessary to engage in since it's taking place at an internal level at times. These surges have a limit because the more criminals in the city the less chance they have to spawn, to the point that each one there divides the chance by 10. If we spread out some of the crime effects thinner and smoother across a wider scale of crime, we could probably do the system a lot of good so that it's not quite so nationally economically crippling if a few cities get out of hand. Historically this has happened and it didn't stop the nation from marching on strong. Look at Gangsterland Chicago during prohibition for the most extreme example. Sure it had a tremendous impact but it also ran completely amok, and I'm sure as a nation we still haven't seen just how bad crime can become because we're fairly responsible as a country (generally speaking). Somalia may be the best example of a complete crime based economic collapse in RL. Total runaway without any effort to control it and yeah the gov there pretty much doesn't exist and is requiring international assistance to get pulled out of the fire because it led to such desperation that it was dragging down even more prosperous nations with piracy. But this is what happens when there is NO effort to control crime at all and it seems to me that the point of 800 crime is far before that.
Anyhow, just a suggestion to consider enhancing the range.
As a point of response to what I quoted, the AI doesn't see tourism as good or bad. It ignores it and responds to its less direct impacts. Which is probably fine because it should be a tiny bit profitable on average. However if you're saying it's not generally more profitable than less, which is going to be a statement that probably depends on the quality of the LE units you can produce, then things could be rebalanced a bit to make it that it is again. Tourism is considered something to enhance in RL, despite knowing the added challenges it brings to an area. So it really should be more positive than negative.
Catching up may be impossible as some AI have shown evidence of. Especially the AI that have negative traits that pour more Crime Fuel on this fire hidden behind the shack it lives in.
Yeah, I don't like how the traits were designed to kick a player when they are down. My designs will differ as I highly prefer just basing property modifiers from traits on a per population basis, such as 1 crime per 4 population etc... I consider 1 crime or disease per population to be an extremely potent modifier. But one that is pretty regular so becomes an adjuster to your overall expectations of the challenge the property is presenting rather than a sudden shift that's designed to catch you off guard.
And while you are having Fun with your LE and Criminal project (taking out the unsuspecting AI and capturing cities with it) this unchecked monster lies in wait for the uninitiated player and the blind AI. So you think this is balanced? And a good thing?
I think that the game should present internal, not just external, challenges to the player and some of those challenges should be the result of success. If this is doing exactly that, then yes. But I'm not against retooling it a bit to get a different balance if it's too severe. It was just that the way you put it previously, you explained exactly how it's supposed to work... as a double edged sword that if a player embraces too powerfully it can burn. With current crime design, the ability to manage 'regular' crime (not caused as an attack by another player) gets much easier as time goes on. Less and less LE units become necessary to have the needed control effects, even though populations can soar - the skills of crime control outpaces growth in most cases. Tourism should make for special locations where the battle to maintain order continues to be a bit rough despite that fact. But again, the benefits of that tourism should usually outweigh the added need for crime responses. In smaller communities, tourism is nothing but a positive because the crime is already easily controlled by a wider margin.
Again though, I've not experienced it directly enough to say if I feel its in or out of the balances intended.
Is that a better explanation than my smilies?
Absolutely. And don't take this to be any kind of heated argument here. Just a sharing of perspectives. Ultimately I hope you take what I say into consideration but if you feel the tourism system needs some rebalancing then it's up to you.