I've been uncomfortable with Crime for a while in terms of how it works in the game. I think that Misery sums it up well:
So, the "total random" map type.... pretty fun. Tried that out today, it really makes things interesting indeed. Really have to shape strategies based on how the region is shaped and what tiles are where, and smiting and adding tiles yourself becomes more important.
Overall, things are really looking good here.... except for one thing: http://www.arcengames.com/mantisbt/view.php?id=11477
The crime system... seems a bit of a mess. On Hard, half of the game becomes JUST anti-crime stuffs (which mostly consists of finding ways to spam more basic military buildings and related production buildings) and building more cities to house resources to be used by the anti-crime stuffs (which themselves must still contain a blob of random military buildings to prevent the crime in the resource city). The actual battles between units and all of that became.... trivial. There was actually LESS strategy here as time went on.
The impression I get about the crime system is that it is there to encourage the player to make a decent amount of military buildings on each side, so that there's always a large-ish number of units (thus being more difficult to manage). I have to wonder, though, if there arent better ways of doing this. But also, it's just very.... monotonous. The player has very little in the way of actual options, and even less in the way of real strategy, to specifically deal with crime. Makes city-building less interesting also as it gets more and more out of control.
Definitely thinking that this needs some sort of change; I was finding it really hurt the gameplay as a whole. I dont know what to suggest here specifically, but.... one way or another, I really think it simply doesnt work. I would much rather base my city designs on current plans/strategies, and also on reactions to the current situation, and stuff like that, rather than constantly fighting a simple arbitrary number that just wont stop rising.
The goals of crime were to make it so that you couldn't just have completely passive towns that sat around just doing nothing but being peaceful and generating resources or pursuing diplomacy. When that sort of thing happens, the whole enlightenment model is really quite out of balance, as well as making it really easy to have too-protected resource producers.
THAT said, the following negative things about crime have been bugging me (as well as clearly others):
- The too-protected resource producers thing is still happening anyhow.
- It does create too-homogenous towns.
- The stats for crime aren't very visible, and the effects of it aren't very clear (bad kind of complexity).
- This has almost no effect on the lower difficulties, and on the higher ones potentially has too much.
- Diplomacy isn't really affected too much because bandits pose a threat anyhow, and you can't have towers and diplomacy since diplomats can't pass towers.
My thoughts on how to rectify this are chiefly to just remove crime. With the woes system that is incoming, we can make the woes react to situations like resource production towns that are too unmolested, and have those towns be a special target for woes. Although that gets back into the land of monotony, in many respects. The simple fact is that it is FUN to build up big empires with well-protected innards. I love mazes of walls that lead to enemies coming in and getting caught in my clever deathtraps -- how many times did I do that sort of thing in games like Empire Earth? I find turtling fun, and that's basically what we're talking about here.
TLDR: I think that letting the player turtle is fine, and then just having the woes be random and cause chaos as they will in terms of which towns they strike and how, is the better course. That way you aren't intentionally setting yourself up with a rubber-band system ala Mario Kart if you're being to effective with your turtling, etc. That's never fun.
Thoughts?