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Same with buildings. The work around is that the policy unlocks a new building that provides the armies, which is destroyed if the policy is switched, or a vanilla building produces more enforcer jobs.
Another work around is to increase the attraction of Soldier and Enforcer jobs when the policy option is on. This can cause sudden deficits, however, as miners, for example, decide they should be defending the planet. This could be finessed further with checking for war, and the type of war.
The new building idea was a bit more in line with what I was thinking for this. The intention was to provide scaling free security to parallel the scaling crime, without devoting more pops to professions (because they're amateurs) or eating up a lot of building slots (same reason). Is it at all possible to create a 1-per-planet building that provides free armies based on the number of pops? 1 per 5 pops or somesuch?
Otherwise my other suggestion would be to swap that job centre building (I forget the name) to provide armies in addition to labourers and service providers. Where else are you gonna get rent-a-thugs?
Any solution is fiddly.
Protect Yourself
planet_crime_mult = 0.25
pop_ethic_pacifist_attraction_mult = -0.5
pop_ethic_xenophobe_attraction_mult = 0.1
army_defense_morale_mult = 0.5
job_security_guard_add = 2
Security Guards provide +1 Amenities and +1 Trade Value when at war.