Stellaris

Stellaris

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27. Dez. 2024 um 9:14
Feedback Requested: Pirates and Crime
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Beiträge 451465 von 494
My thoughts on crime (also posted as feedback).

Crime should be partially hidden from the player only revealing itself when reach significant rate (crime revealing level may improve with proper technology and government acts).
For example, in given circumstances crime level is unknown if below 25%. Player may research a technology which could allow to use government act to globally low this crime reveal level to 15% for a price in energy credits. Police station buildings (law enforcer jobs) would also lower this crime detection level locally on planet.

The main idea in this - if there is little law enforcement, then there is little information about actual crime rate. Crime rate became visible only when it became undeniably apparent by society or when there is enough police force to properly investigate and document crime cases. Security and surveillence researcheable technologies could globally improve crime detection, so globally lower crime detection % level.

Anyway, unknown to player crime rate still lowers trade value of planet, may spawn pirate fleet and hurt stability.

Crime megacorps buildings on foreign planets should be hidden if crime level on planet is unknown. Their existence is revealed only when crime rate on planet is revealed too. Specific crime megacorps buildings may make crime detection level higher. So planet may be flooded by crime, but its true level (and existence of foreign crime empire buildings) is undetected, because foreign organized crime empire is successful to hide its crimes on this planet, bribed local officials etc - effectively significantly rasing crime detection level.

Crime should also make it much easier for foreign empires to spy. High crime do generate "black market" of information, devices, allow foreign spies to easily bribe officials and so on. So overall high crime should significantly hurt ability to resist enemy spy covert operations and should open new possibilities for covert operations.

When crime level on planet is revealed, it should stay visible for a fixed period of time (e.g. 5 years) even if go below detection level. Crime level should become unknown again only when it was below detection level for a period of time (5 years).

Crime detection level should never be below a certain % (for example, 5%)
So regardless of technology or police station buildings, crime rate below 5% is always unknown, but easily may be 0% if law enforcement is good enough.

Autocratic empires do have a lower natural crime detection %, Egalitarist empires do have a higher natural crime detection %
But egalitarist empires do have a longer period of crime % visibility after reveal (because if people are finally concerned with this problem, information about it is free to society), and autocrats are more fast to hide crime level when it lower below detection % (autocratic societies tends to hide unpleasant facts from a public)
Zuletzt bearbeitet von Boethiah; 3. Jan. um 10:31
I just need these hooded foxes portraits
Wish I could be a machine cult syndicate without destroying my allies empires with crime. Maybe make crime more interactive and a little less immediately destructive? As it is now crime seems to just be "spend pops to combat it otherwise your planets are screwed".
Maybe lean more into some of the positive aspects of crime like wealth and job creation.
Pirates are annoying and feel undercooked for sure but I don't really have recommendations for that sorry.
Pirates and crime are only negative and are to maintain. Adding an upside to handling situations with them poorly or negatively would make them more of a dynamic game feature
Pirates and crime would be a lot cooler if you could understand their specific interests and factors causing the beyond "crime syndicate" or "population unhappy" or "trade lane unguarded" What are they stealing? What is enabling it? Where are they producing ships
and getting weapons? Are there politicians tied to this so that I can turn this to my benefit? What policies can I put in place to deal with this?
Ursprünglich geschrieben von Mr.Wifi:
Pirates and crime would be a lot cooler if you could understand their specific interests and factors causing the beyond "crime syndicate" or "population unhappy" or "trade lane unguarded" What are they stealing? What is enabling it? Where are they producing ships
and getting weapons? Are there politicians tied to this so that I can turn this to my benefit? What policies can I put in place to deal with this?

Maybe beyond the scope of the game.
Ursprünglich geschrieben von Ytsuhen:
I just need these hooded foxes portraits
yes
My critical feedback: to make the market more realistic so there civilizations would be able to buy the only resources available to sell from other civilizations? Otherwise, you would be able to purchase it from pirates. No unlimited resources to buy (even with the scaling price).
I wish they were more personable. Like someone mentioned above, they can be tedious right now, because they're all the same. I'd love some way to have famous pirates with names and personalities, goals, etc. Maybe we could reason with them or even draft them like the early Americans did with the Baritarian pirates. Maybe the pirates could even switch sides, or jump into fights and help fight voidworms, etc.
Another annoying mechanic is attrition. I can basically been forced into a peace by an empire that has nothing meaningflull left to fight, while I am full fleet Strength with the ability to pump out an another 300k fleet in the next few years if my fleet somehow gets wiped out - without shutting down any civilian infrastructure that wouid affect my empire politically. Just because my robot army (that overrun each planets with ease) have "too many losses".

I want an more numbers/trade route based approach: A lack of an resource per planet + missing trade route should cause anti war movements at the beginning, and an full blown revolt with the planet surrendering themself to the enemy at the end(or try to flee if the empire is an genocidial/slave one). If the trade route is there, but the empire doesnt have any, it should lead to empire wide political protests/revolts with buildings destroyed/disabled, fleets changing hands to the enemy/pirats, so you are forced to make peace that way (or loose the entire war because of revolts crippeling production, fleets and infrastructure)
For crime I would like more direct action options to combat syndicate branch offices raising crime. Like using espionage to close one or two at a time. I'm having to use mods to have that option. Just waiting for police to close them down is taking to long.
Pirates and Crime. Crime itself, if it becomes to bad, should completely take over the system and cause it to rebel against the empire and spawn a crime family syndicate that owns the system. This should also be able to be done via espionage, where you can cause a system to rebel against another empire via fostering crime if it isnt dealt with by the other player.

As for Pirates, They should function a lot more like a enclave rather than just a little pop up force. a Pirate station that is ignored and a fleet that isn't eradicated, should grow. They should roam raid planets and take over additional stations. This should be allowed by all types of species, such as hives and machine intellegences, where they might be rogue AI's, or drones that have split from the collective conciousness.
Criminal Heritage sucks and crime sucks in general. You can just stabilize yourself by making a deal with the crime lords. Just add an extra Precinct and you never have to worry about it again. Doesn't feel gritty at all, like a cartel running a bunch of smuggler ports on someones world... feels like it should have more effect than just the crime increasing. There is no real flavor, if you say you are a Cartel it is in name only, there is no Drug Trafficking System, or Human/Alien Trafficking system, or Illegal Arms Dealer system. Criminal Heritage has no real flavor, it needs Variation at the least. If there is a Zro Wave in your empire you could have psychic disruption events, or shroud breaches. Pirates don't really interest me unless I can hire them to harass my opponents, or maybe if you could hire pirates to steal some of another empires trade value as 'privateers', that would be cool. There is a regular market and a slave market, perhaps you could add a Black Market tab and some new drugs or just call them 'illicit goods'. Perhaps pirates could sell you arms i.e. give you access to weapon techs your neighbors have? Or new weapon techs?
I should be able to assign fleets to automatically suppress pirates
They should make it to where you can pay off pirates. It also would be cool if you could PAY pirates a small to big fee, depending on the size of the pirate fleet(s). Then, you can command the pirates to do stuff, like raid other empires, steal from other empires, or act like a vassal. But, other empires can pay the pirates more, making them turn on you!
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Beiträge 451465 von 494
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