银河文明IV

银河文明IV

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Crime Rate Messed Up..?
I have had a lot of Unhappy Citizens, so it is difficult to have selection to load Colony Ships... (Seen in recent posts.)
I have Researched the Colonial Law, and have an Orbital Prison on Refuge, but Crime is still over 60.
In previous games when those were done it has been 0...
Something has Changed.
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正在显示第 1 - 15 条,共 51 条留言
rdouglass1 1 月 31 日 下午 1:17 
Sorry over 50.
ghost88 1 月 31 日 下午 1:23 
引用自 rdouglass1
I have had a lot of Unhappy Citizens, so it is difficult to have selection to load Colony Ships... (Seen in recent posts.)
I have Researched the Colonial Law, and have an Orbital Prison on Refuge, but Crime is still over 60.
In previous games when those were done it has been 0...
Something has Changed.

Have you imprisoned and released your Cits that are Criminals?

There was a change to Crime in 2.94 one was to buff crime by adding 1.5 points for each Cit regardless of if they were Criminals or not.

Another was to nerf several of the crime fighting numbers.
最后由 ghost88 编辑于; 1 月 31 日 下午 1:29
rdouglass1 1 月 31 日 下午 4:00 
引用自 ghost88

Have you imprisoned and released your Cits that are Criminals?

There was a change to Crime in 2.94 one was to buff crime by adding 1.5 points for each Cit regardless of if they were Criminals or not.

Another was to nerf several of the crime fighting numbers.
So, if I am understanding this, I now need to Micro-Manage the Individual Citizens to get that number back down??
Personally, I thought it worked great as it had been...
Illauna 1 月 31 日 下午 4:37 
You don't need to micro manage crime. There are many ways of handling you just cannot wipe out crime with 1 strategy like before. Before you just researched colonial law and policy and you had zero crime. Now there is some more gameplay but criminals are even that bad. They lower the approval of non criminals by a small amount and it subtracts the wealth income.

To counter it you can imprision criminals, get a good minister of Justice, build prisons, etc... There are many methods of dealing with it without getting into the micro level as well.
pandreon 1 月 31 日 下午 10:30 
The tricky part is managing crime as the Xeloxi. They're all supposed to be criminals, but it's not clear how much it's worth either fighting or cultivating it. Also, sometimes the ones spawned by executive orders or events don't even get the trait, which means they will get huge approval penalties on high-crime worlds (my homeworld is usually around 100% crime). Or alien citizens spawned by events (like the Iridian priests) are criminals, not sure if that's intentional.

It could also be more clear that any trait increasing "global crime" means each and every colony feeding into a core world will raise its crime by that much.
rdouglass1 2 月 1 日 上午 2:21 
Ok... If I imprison some of the Citizens to get Crime rate Down, do they eventually get out Rehabilitated???
Or do I have to go back and :See how they are doing to Release Them??
ghost88 2 月 1 日 上午 4:12 
引用自 rdouglass1
Ok... If I imprison some of the Citizens to get Crime rate Down, do they eventually get out Rehabilitated???
Or do I have to go back and :See how they are doing to Release Them??

After turn 25 you can "catch and release" imprison then on the same turn return to whatever cit you want them to be.
Before turn 25 they cannot be returned till turn 25.

Do not ask me why it's just the way the game is programmed.

Unlike before 2.94 they will still have the 1.5 crime just not the 4.5 of before.
最后由 ghost88 编辑于; 2 月 1 日 上午 4:14
rdouglass1 2 月 1 日 上午 5:49 
Still looks screwed up to me..
I put 8 out of 12 in Prison, on Refuge, left them a couple of turns, as I did not know the Catch & Release, and had the Crime Rate down to 17, at that moment. When I Released The Ex-Criminals, a couple of turns later, that rate went back to 31...
Rehabilitation Failure??
rdouglass1 2 月 1 日 上午 5:52 
Approval on that planet is 96%. If most are Happy why the Deep Criminal Activity???
Doesn't make sense to me.
pandreon 2 月 1 日 上午 8:02 
Crime is not caused by unhappiness, it's caused by various other factors (criminal trait, background level, leader traits, events), but it can cause lower happiness among non-criminals.

In real life too, people don't decide "I'm gonna do crime now" just because they're sad/angry about their lives. There has to be a personal flaw and/or a systemic opportunity.

No rehab failure, something else must be up. Rollover on the planet's crime number, it should show what's contributing to the rate? Maybe you have a global crime trait somewhere, like I mentioned in my current game.
elhran 2 月 1 日 上午 8:54 
引用自 ghost88
引用自 rdouglass1
I have had a lot of Unhappy Citizens, so it is difficult to have selection to load Colony Ships... (Seen in recent posts.)
I have Researched the Colonial Law, and have an Orbital Prison on Refuge, but Crime is still over 60.
In previous games when those were done it has been 0...
Something has Changed.

Have you imprisoned and released your Cits that are Criminals?

There was a change to Crime in 2.94 one was to buff crime by adding 1.5 points for each Cit regardless of if they were Criminals or not.

Another was to nerf several of the crime fighting numbers.
In what files were these numbers changed? I may try to "cheat" and mod them...
rdouglass1 2 月 1 日 上午 11:00 
引用自 pandreon
Crime is not caused by unhappiness, it's caused by various other factors (criminal trait, background level, leader traits, events), but it can cause lower happiness among non-criminals.
[...]
No rehab failure, something else must be up. Rollover on the planet's crime number, it should show what's contributing to the rate? Maybe you have a global crime trait somewhere, like I mentioned in my current game.
Thanks Pandreon. I will try to find the Crime Number you mention...


引用自 pandreon
In real life too, people don't decide "I'm gonna do crime now" just because they're sad/angry about their lives. There has to be a personal flaw and/or a **systemic opportunity.
**I guess part of my failure to understand is that In Real Life, I have had Hundreds, if not Thousands of These, and never made that other choice...
pandreon 2 月 1 日 下午 1:04 
引用自 rdouglass1
引用自 pandreon
Crime is not caused by unhappiness, it's caused by various other factors (criminal trait, background level, leader traits, events), but it can cause lower happiness among non-criminals.
[...]
No rehab failure, something else must be up. Rollover on the planet's crime number, it should show what's contributing to the rate? Maybe you have a global crime trait somewhere, like I mentioned in my current game.
Thanks Pandreon. I will try to find the Crime Number you mention...


引用自 pandreon
In real life too, people don't decide "I'm gonna do crime now" just because they're sad/angry about their lives. There has to be a personal flaw and/or a **systemic opportunity.
**I guess part of my failure to understand is that In Real Life, I have had Hundreds, if not Thousands of These, and never made that other choice...

In the planet management screen, where you see all your tiles and stats, right below the governor's portrait, roll the mouse over the crime rate, it should show a breakdown of the crime sources. Just like how if you roll over the citizen smiley faces, you can see exactly what they are p/o'd about.

As for the other thing, it's probably because you don't have the Criminal Trait (born or raised to be sociopathic, or else irrationally unafraid of legal penalties).
rdouglass1 2 月 1 日 下午 3:15 
引用自 pandreon

In the planet management screen, where you see all your tiles and stats, right below the governor's portrait, roll the mouse over the crime rate, it should show a breakdown of the crime sources. Just like how if you roll over the citizen smiley faces, you can see exactly what they are p/o'd about.
I found those numbers. Odd that the Highest ones are always from Citizens... Often 7 + from that one listing.
pandreon 2 月 1 日 下午 5:25 
Yes but probably they are *different* citizens than the ones you imprisoned and released. I wonder if ex-cons still contribute to the probability of new citizens being born criminals? I have no numbers on this.
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