I know that, I just desperately want it to have a purpose and not be completely useless
It's going to be tied to the Security/Espionage setup if I ever get around to it. Basically the crime rate is a variable negative influence on your security. High crime rates lead to easier access to enemy espionage.
Other than that, I'd like to have more ways of it being influenced (both positive and negative), with particularly high values costing commerce through corruption. Events would also be a nice tie-in, but these would primarily be negative events as a "punishment" for letting the crime rate get too high (unless you're following certain civics/religions that mean you rely upon a high degree of "flexibility" - possibly even using criminals to deal with criminals...)
I'd love to see the crime merged with "revolutions" modcomp. However I am afraid it's not possible in a near future .
The crime mechanic really seems very similar to what Revolutuions is doing. To keep/introduce both is probably not a good idea.
The crime mechanic really seems very similar to what Revolutuions is doing. To keep/introduce both is probably not a good idea.
At first I was surprised to see you write that. But I guess anything covered by "crime" can be reflected via the basic revolution mechanics. A CoE op. for example causing X unrest and Y unhappiness, with the unhappiness and unrest possibly leading to other things.