Galactic Civilizations IV

Galactic Civilizations IV

Lihat Statistik:
Broken mechanic - criminality
In my current game I have out of control criminality. Prisons, policies, orbital prisons... Still hardly any planet with less than 15% criminality ratings. I looked into this, apparently one of the initial colonists I started game with had criminal trait and it spread and now at least 50% of my population has it.

This makes no sense whatsoever.
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kaiserp 20 Nov 2023 @ 10:07pm 
how many core worlds and colonies do you have?
is it possible that you import a lot crime from colonies to your coreworlds?
z|A|bik2  [pengembang] 21 Nov 2023 @ 1:15am 
The higher your criminality is, and the longer it stays like that, the more criminals will appear. You entered a loop, you will have to fight on hard, to stop it. Also crime is a subtle mechanic to make tall-play more viable. So the bigger your empire, the harder it will be.
Diposting pertama kali oleh z|A|bik2:
You entered a loop...

This is by-definition broken mechanic.
Diposting pertama kali oleh kaiserp:
is it possible that you import a lot crime from colonies to your coreworlds?

Yes, that is the case. However aside from security lights policy I don't see a way to fight crime on colonies. Nor can I delete a colony. Nor can I imprison colonist on such wolds. Nor can I build orbital prison.
Terakhir diedit oleh Supply Side Jesus; 21 Nov 2023 @ 4:32am
I think criminality should not use 'epidemic spread' mechanic, it makes no sense and that not how any human society works. I think criminality should be related to control - how large your empire, how many colonies you have, how much policing you do, and what culture you have. I also think criminality should have more interesting effects, such as spawning pirate fleets that attack trade ships or flipping colonies to 'criminal' control that you have to retake.

Some suggested changes:

1. Populations with nihilism and individualism traits increase chances of criminality. Pacifism and traditionalism decrease.
2. Criminality is a hidden trait, you don’t know who is criminal until they get caught.
3. Governor’s diligence and policies (e.g., security lights) also produce criminality detection.
4. In addition to taxes, you have global “policing” slider – higher the setting more criminality decrease/detection it generates but tradeoff is unhappiness.
5. Once criminality detected pop is imprisoned (if there is a prison or orbital prison in the system). This clears criminality in x turns, gives ex-convict trait (that lowers social and diligence).
6. There is now ability to move pops between words, so you can have ‘crime worlds’.
7. There are now policies/mechanics that allow you to benefit from criminality, such ability to drain resources and steal technology from other civilizations (think Hutts).
Ghiron 21 Nov 2023 @ 5:08am 
Crime is a pain in the ass until you learn how to deal with it.

All your colonies generate a small amount of crime that all goes to their Core World. That core world also generates crime based on the buildings, events, population, etc. As a quick bandaid fix you can build orbital prisons on your core worlds. This doesn't fix the problem, but delays it while you pursue a more long term fix.

Having too many colonies and too few core worlds is usually why crime gets so high. If you have 10 colonies going into 1 core world, it is very likely the crime on that world will be over 50%. You fix this problem by assigning more governors and splitting up your planets so the crime is being more evenly dispersed.

There's a trait in Traditionalism that makes it so your citizens no longer generate crime (this doesn't affect citizens of other races you get on your planet through events, invasions, etc). This basically removes the crime stat from your citizens.

Also Totalitarianism has a policy that reduces crime on all your planets (including non-core colonies)

Another really effective method is to go down the governance research tree and unlock all your ministers. In doing that you will gain the security lights policy, which when slotted reduces crime on all planets (including non-core colonies). Further down the tree is a tech that just gives you a flat -10% crime on all planets. And then, there's the Minister of Justice which reduces crime on all planets based on their diligence stat. Most races quite commonly get a leader with 10 diligence, so that's another 10%.

In the late game, just having the tech that reduces crime, plus the Minister of Justice usually ensures I have 0% crime on all planets or a very small amount if any.


P.S.
There are prison and surveillance buildings you can build on the planet to reduce crime, but those take up valuable tiles where you could build something more productive, and are unnecessary. You can solve crime issues without building these.
I think traditionalism being able to remove crime is utter nonsence. Traditionalists are very much prone to high crime rates as they don't update while criminals abuse each and everything new. Almost no other ideology (none in this game) significantly reduces or improves crime, as they're all used and abused in "the wars behind the scenes"....

Loyalty can. Nationalism could be subject to loyalty in this regard but as such wouldn't be an ideology like pacifism or traditionalism. However, "the wars behind the scenes" dictate that percieved loyalty is not always the true loyalty of a given leader.
enpi1234 21 Nov 2023 @ 11:11am 
Diposting pertama kali oleh Bumbefly:
I think traditionalism being able to remove crime is utter nonsence. Traditionalists are very much prone to high crime rates as they don't update while criminals abuse each and everything new. Almost no other ideology (none in this game) significantly reduces or improves crime, as they're all used and abused in "the wars behind the scenes"....

Loyalty can. Nationalism could be subject to loyalty in this regard but as such wouldn't be an ideology like pacifism or traditionalism. However, "the wars behind the scenes" dictate that percieved loyalty is not always the true loyalty of a given leader.

yeah thats true. But alot of cultural traits are not linked to the labelled ideology at all. there is no reason why 1st level of "equality" suddenly should spawn 3 additional colonists with ships. I would label this as "Wave-of-emigration", Fond-of-travelling or some kind of Flight-from-tyrranny or 'too-many-people-here-let-me-out" ideology, but equality? No way. :)
Terakhir diedit oleh enpi1234; 21 Nov 2023 @ 11:13am
I think the numbers need tweaking for criminals. Each colony produces 3% crime just for existing. Like what. Okay if it’s founded by criminals or you can delete colonies that makes sense, but as is it isn’t the case. Crime is interesting, but we need an early game way to fight it. Like early tech
This is a very old post that you responded to.

There are many ways to counter crime in the game. Otherwise, you can always core additional worlds so its spread it around and build prisions to greater effect.
Diposting pertama kali oleh Illauna:
[...]
There are many ways to counter crime in the game. Otherwise, you can always core additional worlds so its spread it around and build prisions to greater effect.
This is exactly what I did, and now my Crime is just about gone. I played for a long time with as few Core Worlds as I could get away with, and Crime was Rampant.
Based on some suggestions on this forum, I added More Core Worlds, and that crime load all but Vanished...
Yep, also devs had a patch where they added more crime to citizens but was removed due to player feedback.
I noticed an event where you get a chance to build an AI to lower crime. If you don't take it though I noticed that it will increase crime globally.
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