Crime

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[edit] Overview

Just like in real life, crime in Planets 4 can be a nuisance, but if rising high it can totally cripple an economy. In Planets crime is represented as an attribute of bases, thus the crime in an empire will vary. Take care, crime can be a powerful weapon.

[edit] Effects of Crime

If crime in a base exceeds a level of 100 then several bad things happen:

  • Your colonists start to die. One better evacuate them until better times. The crime causes a colonist's death rate for all races except the Privateers. (See the Fighting Crime section below).
  • If your race has less than 30 of Law or the base doesn't have enough money to pay for fighting crime the death rate will be 15%.
 "We have a crime problem. Crime increased by 2 levels. 2409756 colonists have been slain! Crime Rating: 143"
  • If your race has 30 or more of Law and the base have enough money you will only lose a total of 7 % of your colonists (5 % slain + 2 % arrested).
"915707 colonists have been arrested". 
  • The income of cities is decreased, meaning 10 to 30 mc less from each city each turn. Undercities are immune.
  • If the base has <651 kt of food, it will lose 18 happiness per turn.
  • If the base has 651+ kt of food, it will lose 9 happiness per turn.
  • The Privateers are immune to crime driving down happiness.
  • If you have more than 100kt of any one contraband type stored in a base you will have a 50% chance that 5% of your contraband with be stolen from your base. The contraband is stolen directly from the base stores. The contraband stolen is gone for good, it does not reappear, an enemy race does not get it.
    As crime increases, the percentage stolen increases along these lines:
  100 crime points :  5% stolen
  200 crime points : 10% stolen
  300 crime points : 15% stolen
  400 crime points : 25% stolen
1,000 crime points : 55% stolen
Loss% = Crime / 10 ' Loss% has an upper limit of 70%

[edit] What can cause Crime?

The homeworld of each race starts with a low random amount of crime (10-40). Apart from that, newly formed bases are initially free from crime. There are however several things that can cause the crime in a base to rise.

  • A crime rate of over 100 causes a +2 point increase in crime.
  • A base that merges with another will merge their crime (no merely adding, but depends on both populations).
  • A Smugglers Cantina can increase crime.
  • If your Law rating is 29 or less then you enjoy the crime and have a chance to throw a party when you have over 100 food. Crime will increase by 5 and you'll use 1 food, but happiness will go up by 60.
  • Gold Pods
An enemy selling contraband to your bases via Gold Pods. This will cause the crime to rise over several turns.
Contraband that an enemy has secretly sold to your base will increase crime points by up to FactorZ
BadContra = the amount of contraband the enemy has sold to your base using gold pods
FactorZ   = (Colonists / 50,000) X (ContraLike / 100)
If FactorZ > BadContra Then FactorZ = BadContra
If FactorZ > 10 Then FactorZ = 10 + SquareRoot(FactorZ)
Crime    = Crime + FactorZ 
It takes several turns for the base to absorb all the incoming BadContra. The BadContra amount decrease like this:
BadContra = BadContra X 0.85 - FactorZ
  • Holding Contraband
If the price for a type of contraband drops, each of your bases gain ( 1 * DecreaseAmount ) crime points
  • per 500kt of the contraband that you hold in all your gold pods added together
  • per 500kt of the contraband that is on that single base.
  • Orbital Bombardment
If a base is hit during a Space Combat, the crime in the base will rise.
Damage / 1,000 * Rnd (maximum of 100)
  • Ground Combat
If a very high crime rate base (crime rate 1,000) is destroyed in a Ground Combat, it spreads crime to bases of the same owner within 800 LY. It works using the following math:
Crime    : The amount of crime the destroyed base had 
NewCrime : The amount of crime that is added to other bases

' Loop through all bases within 800LY.
' Each base in the series gets 8% less crime added to it than the one before.
For each base within 800 LY
 NewCrime = Crime X 0.1 
 Crime    = Crime X 0.92 
Next Base
  • Privateer Bases
The Privateer Bands cause crime to move in odd ways on all bases with in 200 LY of one of their bases. About 10% of a base's crime will either move to another base or 10% of another base's crime will move to into a base. Bases with high crime tend to drop in crime while low crime bases tend to gain crime.
The Evil Empire and the Cyborg are immune to this special Privateer power.
Privateers get an extra 100mc in a base, if that base is able to gather more than 10 crime. If they are able to gather more than 50 crime on one of their bases, their earning will reach 200mc.
  • Ship Devices
Active Gambling Decks and Show Lounges increase crime by 2 points each on all bases with in 15LY.
The Solar Gamma Ray increases crime by 10 points when it is used.

[edit] Fighting Crime

With all the things causing crime, there are still some ways to fight it:

  • The crime in a base is automatically reduced by 1 each turn.
  • If the base has more than 100 Crime, more than 10 colonists, a Law of 30 or bigger, and has up to 1000mc, the money will be spent to decrease the crime rate by 1 to 8 points and you will only lose 7 % of colonists instead of 15 % of them.
ReduceCrime = ( Law / 10 ) - 2
Cost        = Law * 10

Law is limited to max 100 in this formula.

  • Base set at Peaceful attack mode will reduce crime by 1 (host 195).
  • If the Lawfulness of a race is > 10 and there are more than 100 Troops in a base the troops will decrease crime by:
ReduceCrime = 2 + SquareRoot(Base.Troop / 100) X (Base.Crime / 1000)
ReduceCrime = 5 + SquareRoot(Base.Guard) X (Base.crime / 100)
  • A Government Center reduces crime by 5.
  • If the price for a type of contraband increases all your bases lose ( 0.2 * IncreaseAmount ) crime points
    • per 500kt of the contraband that you hold in all your gold pods added together
    • per 500kt of the contraband that is on that single base.
  • The Psi-Opps Hisser Units (ship device) will reduce crime by 1 point per turn. There is no limit to how many devices can be used on the same base.
  • The Psi-Opps Hisser Units (ship device) of the UEA will reduce crime by 10 points per turn. There is no limit to how many devices can be used on the same base.

[edit] Race Specific

  • The Robotic Imperium cuts its crime rate in half each turn.
  • The Robotic Imperium can use the Emotion Chip contraband to reduce crime. You need 1 Emotion Chip unit per 2,000 colonists to reduce crime by 1 per turn. The Emotion Chips are not used up and happiness is increased.
  • The Privateer Bands have no trouble with crime whatsoever - they are criminals...
  • The Cyborg Collective also have no problems with crime - crime is futile. Cyborg cut their crime by 50% per turn by deactivating drones.
    V = Crime / 2
    Crime is reduced by V and V is also the number of Cyborg deactivated .

[edit] See also

  • [1] The offical page on crime!
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