What purpose does crime serve?

If things are being added to maintenance, it should definitely be additive.

50% more puts the maintenance up to 150%. Building a courthouse then, lowers it by 40%, to 110%

ADD modifiers together first, before applying them to the base value.
 
I don't have a problem with additive maintenance. It's reductive maintenance that bothers me. That is, a city with a courthouse and some other building (I forget what civs get -% maintenance) might be running at 20%, and then a gambling house increases the total by 50% (20% + 10%). I wouldn't mind if the -40% and the -30% were multiplied together (for -58% instead of -70%), but this should be applied after all of the additives are tacked on.

Either way, -70% of the 110% or -58% of the 110%.
 
Crime value=penalty seems like a lazy way out (NO, of course I cannot actually help mod/code crime). Also what about CoE? I doubt they would encourage crime only to see their profits suffer.

It could be cool to have crime spawn more events or influence espionage though...
 
I thought that, since the removal of the Ratcatchers' Guild several versions back, the only effect of the crime rate was to influence the likelihood of particular events, but I might have misunderstood.

Vehem and the team will know best, of course. Guys, a little help on how the crime rate currently affects gameplay, if at all?
 
It doesn't, people are just brainstorming how to make it have a purpose as a gameplay mechanic. ;)

I like the Maintenance idea, I think if done right, it could fully supplant the Inflation mechanic.

If the effects of Crime could be based on Crime/Pop, for example, then you could add more factors that increase Crime/Time, as well as means to reduce it.
 
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