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Laporkan kesalahan penerjemahan
is it possible that you import a lot crime from colonies to your coreworlds?
This is by-definition broken mechanic.
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.
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).
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.
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. :)
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.
Based on some suggestions on this forum, I added More Core Worlds, and that crime load all but Vanished...