Stellaris

Stellaris

View Stats:
mcsproot Feb 4, 2019 @ 6:24pm
When is Crime a problem?
In my current game I pretty much never had an issue with Crime. I never had to build a Precinct House as the crime fighters from the Capital building were just fine.

I guess because I made sure there was always enough housing, amenities and jobs (combined with Social Welfare) pretty much meant that there wasn't much of a reason for Crime to happen.

It seems I had more of a problem with Deviancy as a Hive Mind.
Originally posted by Dakota:
Crime generally comes about if your empire has some more unsavory practices, like if you have a bunch of slaves, especially if they outnumber your regular pops some crime will pop up. It sort of balances out the slaver empires that pay very little consumer goods for their workers but instead have to have more enforcers.
< >
Showing 1-11 of 11 comments
corisai Feb 4, 2019 @ 6:53pm 
When you have >200 pops undergoing forced labor genocide on that planet?
Last edited by corisai; Feb 4, 2019 @ 6:54pm
Reverend Belial Feb 4, 2019 @ 6:54pm 
Originally posted by corisai:
When you have >200 pops undergoing forced labor genocide on that planet?
Basically this. After a bit of browsing on the official forum on this very topic it seems like the consensus is that Crime is currently a completely pointless mechanic in its current iteration.
Jack1Tear Feb 4, 2019 @ 8:19pm 
The ONLY time crime becomes an issue is if you're not paying a lick of attention to anything. Even then you won't notice a major difference, other than a small percentile of your resources.
I had a criminal syndicate push up my crime rate and all kind of funny events fired - then I build an additional precinct house per planet and all went back to normal over time. Could have tried that new Casus Belli to force the branches closed, but I didn't.
Zsrai Feb 5, 2019 @ 6:17am 
Crime doesn't seem to really appear except under 2 circumstances that I've seen: the first is you just not paying any attention and screwing around and the second is on some newly conquered planets where you are enslaving and/or purging the residents. Even with the latter I've mostly ignored it and been fine, getting a few events but no revolts or whatever. Eventually it tapers down, especially with purging, and you don't have to worry about it. Either that or just build an extra Precinct Office or whatever.
The author of this thread has indicated that this post answers the original topic.
Dakota Feb 5, 2019 @ 6:18am 
Crime generally comes about if your empire has some more unsavory practices, like if you have a bunch of slaves, especially if they outnumber your regular pops some crime will pop up. It sort of balances out the slaver empires that pay very little consumer goods for their workers but instead have to have more enforcers.
Shahadem Feb 5, 2019 @ 6:58am 
Basically crime=you click on the planet bonus that gives you +15 crime fighting to offset the -15 crime penalty.
Rodi Feb 5, 2019 @ 1:25pm 
You want some crime so you can choose the crime boss pact decision which gives you free stability.
Sabaithal Feb 5, 2019 @ 1:50pm 
As long as you are maintaining your housing/job requirements, and taking care of ridding yourself of criminal syndicate offices when they arise, it isn't much of a factor.

The exception might be an Ecumenopolis, which can hold up to 300 or 400 pops or more. Pops generally a miniscule amount of crime buildup with each one. This doesn't usually become significant enough to come into play except with numbers over 200. Though halls of justice will usually be enough to suppress it.
Spermodon Feb 4, 2021 @ 7:10am 
Crime is never a problem, and can be ignored pretty safely. generally, you wanna keep it between 20% and 30% for as long as possible, because then you dont get any criminal jobs but you can still make the crime lord deal, buuuut if you dont bother its not a huge huge loss, 5 stability is about 3% output bonus, its pretty nice but not OP tbh. the worst negative is usually 3 criminal jobs at 100% crime with an event, which realistically if you`ve managed to reach 100% crime, you`re almost certainly at 100+pops, so just do the crime deal and you`re better than even. therefore, ignore crime, never employ any enforcers unless they`ll get you below that 30% threshold while you`re <100pop, in which case temporarily employ them until you reach 100 pop, then fire them all and just let crime go up while getting actually useful jobs.

btw gene clinics are totally useless too, never build them. takes over 50yrs for them to start making return on investment...
corisai Feb 6, 2021 @ 7:42am 
Originally posted by TRANSGENDERLORD9000:
btw gene clinics are totally useless too, never build them. takes over 50yrs for them to start making return on investment...
:steamfacepalm:
If you have bonuses to amenitites then a single GC could substitute for Holo-theatres for small planet. In that case they're pure win.
So to be close to true you should say "gene clinics are not worth building them for pops growth alone". They still worth building in some situations.
Last edited by corisai; Feb 6, 2021 @ 7:42am
< >
Showing 1-11 of 11 comments
Per page: 1530 50

Date Posted: Feb 4, 2019 @ 6:24pm
Posts: 11