Hello all, so an odd thing I have noticed in 1.8. Early on, I got the perk under the Tradition tree which stops my citizens from producing crime. Awesome, this eliminated almost all crime, and then later I think I put my one or two existing criminal citizens on Troop Ships to get them off my planets. So far, so good. Then, many turns later, I noticed I have some crime again, including every colony producing some crime, which is pretty mad for my capital system which has like, 8 planets feeding into it. But fine, I build the anti-crime improvements on my bigger planets, once again put a few criminals on troop ships, and then I tried to figure out where this crime was coming from, and I figured it was because I had done whatever action which unlocks factions, which includes the Warforged faction. Annoying, but whatever.
HOWEVER, maybe a dozen turns later or so, and now the amount of crime being produced by each colony planet has roughly doubled!!!!! It's over 4 crime per colony, now. And to be clear, I do NOT have any leaders in the Warforged faction, so it's definitely not coming from that.
My only thought is that maybe the AI has assigned diplomats to me that increase crime? I really can't think of what else it could be. I even deleted one of the troop ships with a criminal on it, to see if somehow a criminal in space manages to spread crime across my whole empire, but deleting a ship didn't change the values any. At that point I quit the game and figured I would come here.
So, yeah, it's really annoying that I can see that each colony is producing over 4 crime, but I have no idea WHY.
On a similar note, is there any way to play as a human custom empire but not have the Warforged Faction? I'm not a fan of them.
Also, the tooltips for a few factions are messed up. Repeating text, the tooltip disagreeing about what benefits you get for assigning leaders (the one faction I think now gives tourism and a ship maintenance cost increase, but it talks about tourism and a ship range increase, I think).
Also, you know what's kind of annoying? How often a special resource on a planet (like crystals, nanites, that sort of thing) seem to spawn on a hex which gives a plus 2 bonus to something else entirely. Like, it's almost never worth destroying those special resources, but I sure wish they could be relocated off of those really good squares. Honestly, if the planet generation could just have the special resources maybe just spawn a +1 bonus for whatever sort of improvement the special resource is (wealth, manufacturing, food, whatever), this little gripe would go away. And yes, this is a silly thing, but still. Or even just always have them spawn on a blank hex. It's similarly annoying when the various artifacts spawn on those good planetary bonus locations. And I get it, tough choices (keep the artifact or destroy it for a building in a good location with a good bonus) are a big part of what makes games like this interesting, but this particular tough choice doesn't feel very fun to me, it just feels like the planetary-surface-map RNG was mean.
And final silly thing, but I really wish that a planetary shipyard would always be located in such a manner so that the shipyard, planet, and sun are basically in a line. It just feels kinda random and non-sensical. Similarly, when a ship is built, it would be nice if the shipyard kicked it out away from the center of that solar system. If there is a rhyme or reason to the current shipyard placement, I haven't caught it, and it seems like ships are always just kicked out to the upper right. Again, this is a very random little thing, it's just always seemed so arbitrary to me.
Now for a note of appreciation: thanks for fixing the galaxy generation so that the third options on thee slider gives me a starting sector to myself (without having the other factions all be like, 5 sectors away, lol)!
Overall definitely enjoying the newest patch, but this crime issue is a problem...