• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

dj97

Captain
9 Badges
Oct 8, 2014
381
317
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Cities in Motion 2
Do criminals count as citizens in your city and make up a part of your population? If so, I have a suggestion.

Let's make it so that when a criminal moves into your city, they commit crimes around the area, lowering land value and desirability. If your police system can't handle that criminal, then more criminals will move into that part of the town, increasing crime in that area, and further lowering land value and desirability. Eventually, you'll end up with a crime-ridden area in the city, where only criminals and the law-abiding poor reside. The area will be so bad, even your normal police officers won't patrol there. If the crime rate gets out of hand, then you'll no longer have authority over that area.

The only way to combat the problem is to increase the skill of your police officers. To do so, you must drastically increase the funding to near-military levels. The more skilled the officers are, the more willing they are to patrol that area. Once they are skilled enough, they'll patrol the area and arrest any criminal they see, decreasing the crime rate. Remaining criminals will either change their ways or leave the city. The land value will return, and you'll reclaim your authority.
 
Upvote 0
I don't think the majority mind paying for DLC as long as the game is playable and enjoyable. People get exercised when incomplete and buggy games are pushing DLC rather than fixing the issues within the game.

And from what I have seen from CO, I do not think that will be a concern with this game.
 
I really like all the crime ideas coming out of this thread, especially the riot one.

Riots could be caused by, well, how do real riots start?
We could translate police brutality/shootings (big problem in the U.S.) as maybe an overfunded police department without the proper sensitivity training (which could be another cost you can choose to employ or not), and the population has a certain law enforcement happiness gauge, and when it dips below a certain point, a riot starts.

Riots could also start in low income areas where people are generally dissatisfied with the crime rate and economic diversion, as well as in response to certain district policies, or if you start to gentrify a neighborhood to make room for commercial/industrial development, things like that.

Rolling back to the sensitivity training, that could be a huge part in the way that police handle crime and riots. With low sensitivity training the police are much more brutal than they have to be the bigger the police force gets. Look at cops in NY compared to Paris or something (I chose Paris because I'm an ignorant american and assume all French cops are nice), the NYPD budgets a substantial amount of money each year for lawsuits brought against the department from people they have brutalized.

Riots should have impacts too, while citizens are participating, they're not going to work or buying stuff, further destabilizing the economy and producing more incentive for you to do something to resolve the issues at dispute. Maybe have the ability to click on the 'mob' and have an infographic appear that outlines the issues that factored them into participating.


I would love to see scenes like this unfold in the game, but from the top-down, omnipotent observer in the sky angle we play at.
[video=youtube;WQutc3ig_8U]https://www.youtube.com/watch?v=WQutc3ig_8U[/video]
[video=youtube;lh12pOWbxkA]https://www.youtube.com/watch?v=lh12pOWbxkA[/video]
 
I really like all the crime ideas coming out of this thread, especially the riot one.

Riots could be caused by, well, how do real riots start?
We could translate police brutality/shootings (big problem in the U.S.) as maybe an overfunded police department without the proper sensitivity training (which could be another cost you can choose to employ or not), and the population has a certain law enforcement happiness gauge, and when it dips below a certain point, a riot starts.

in sc4 an overfunded police department brought up the news that innocent citizens were arrested. at least that little thing we should have :blush:
 
... Just look at the PDS titles, they're crazy that way.
Nevertheless we're going for the PDS model of adding free stuff along with the DLC additions ^_^

Hopefully you don't go with the PDX model of constantly releasing patches to fix bugs of former DLC and then only to indroduce new bugs with new DLC... like this you are always waiting for fixing bugs and never really playing. See EU IV e.g. ...

And for the release I hope that a crime rate, abstract or not, is somehow represented in the game affecting land value and security .. for something the police departments have to be useful.
 
Hopefully you don't go with the PDX model of constantly releasing patches to fix bugs of former DLC and then only to indroduce new bugs with new DLC... like this you are always waiting for fixing bugs and never really playing. See EU IV e.g. ...

And for the release I hope that a crime rate, abstract or not, is somehow represented in the game affecting land value and security .. for something the police departments have to be useful.
they said they will use paradox dlc model, meaning no things that should be in the base game will cost money. now.. what a base city builder game should have, everyone knows if they played simcity.
a set of police department buildings and new models for police cars is an ok $ DLC since you can play the game without it, but to ask money for a DLC that would offer basic crime simulation would be a mistake.
 
(The capitalist in me drools and thinks DLC heaven ((sidenote: DLC's are not a bad thing, as they help us continue development, also we're going with the PDS model of combining free updates & paid DLC, so no worries)). The dreamer in me thinks of the awesome game we'll be able to make and continue working on.)

I smell "Cities: Skylines - Emergency Services DLC" coming soon to a store near you.
Free Update: Improved the way emergency services as well as emergencies work in your city - now your city-building experience will be more chaotic
 
(The capitalist in me drools and thinks DLC heaven ((sidenote: DLC's are not a bad thing, as they help us continue development, also we're going with the PDS model of combining free updates & paid DLC, so no worries)). The dreamer in me thinks of the awesome game we'll be able to make and continue working on.)

DLC is not a problem, as long as the game is finished. And in good working order. Unlike SimCity 2013.

And i see that there is no problem in that, after all the videos i have seen so far. It looks TOTALLY MARVELOUS!