So, Crime. Crime!
Crime is an abstract value that comes from a bunch of sources. It is not dependant on population.
I came to realise the significance of this when my city of 50 crime and 3000 population jumped to 1000 crime the next turn, after which it proceeded to depopulate itself down to a sort of equilibrium at 1000 crime and 200 population.
I had about six or seven police stations spread all over and a cultural bonus to police, so all that came a bit suddenly. I guess my population just went full Mad Max and turned the city into a dystopian anarchy, but still - no fun. I guess the sudden rise in crime came about from some cascade event in which crime injured the police workers, who could no longer police, thus increasing crime...and so on.
In any event, might it be good to cap crime-related events somehow; perhaps based on population?
Would it be good to get some advance warning about such events?
Should criminals maybe die off for a while after such events?
Because as it is, it's practically a game over. As the player, I was completely incapacitated.