Crime

Crime can be a nuisance, but if it rises high enough it can totally cripple an economy.
Take care, crime can be a very powerful weapon.


The Gold Pod can be used to spread crime to your enemy bases by selling them contraband.

Crime can cause your cities to decrease their income levels. If you have over 100 crime your cities normal 100mc per turn income is reduced to a level between 10mc and 30mc.

High crime can cause your colonists to die (See below).

Gold pods full of contraband can be used to sell contraband to an enemy base. The incoming contraband can increase the crime level of the target base for several turns as all this bad incoming contraband is absorbed by the criminal underground.

Crime above 50 causes your cantina's to produce half their normal amounts of contraband. High numbers of cantinas can produce greatly increased crime rates.

Crime above 100 points causes a percentage of contraband to be stolen every time you launch the pod full of contraband.
Loss% = Crime / 10
Loss% has an upper limit of 70%


Things that reduce crime

Government Centers : -5

Base Attack Mode 1 (Peaceful, Total Defense) : -1

The Base surviving another turn: -1

If the Base has more than 1000mc up to 1000mc will be spent to decrease the crime rate by and extra 2 to 12 points
ReduceCrime = 2 + ( Law / 10 )
Cost = Law X 10

Robots cut their crime rate in half each turn.

Robots can use the Emotion Chip contraband reduce crime. You need 1 Emotion Chip unit per 2000 colonists to reduce crime by 1 per turn. The Emotion Chips are not used up and happiness is increased.

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 .

If you have more than 10 law points and 100 troops on a base the troops will decrease crime by:
ReduceCrime = 2 + SquareRoot(Base.Troop / 100) X (Base.Crime / 1000)

If you have more than 10 law points and more than 10 High Guard on a base the High Guard will decrease crime by:
ReduceCrime =
5 + SquareRoot(Base.Guard) X (Base.crime / 100)

An increase in the price of contraband : All your bases loose ( 0.2 X IncreaseAmount ) crime points per 500kt of the contraband that you hold in all your gold pods added together

An increase in the price of contraband : All your bases loose ( 0.2 X IncreaseAmount ) crime points per 500kt of the contraband that is on that single base.

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 Enforcer Psi-Opps Hisser Units (ship device) will reduce crime by 10 points per turn there is no limit to how many devices can be used on the same base.


Death By Crime:

A crime rate of over 100 will cause a 7% death rate for all races except the Privateers. If the base does not have at least 1000mc to pay for fighting crime the death rate will increase to 17%.


Increasing Crime

A drop in the price of contraband : All your bases gain ( 1 X Decrease ) points per 500kt of the contraband that you hold in all your gold pods added together.

A drop in the price of contraband : All your bases gain ( 1 X Decrease ) points per 500kt of the contraband that is on the base.

A crime rate of over 100 causes a +2 point increase in crime.

Show Boats and Gambling ships increase crime by 2 points each on all bases with in 15LY.

The Solar Gamma Ray increase crime by 10 points when it is used.

Contraband that an enemy has secretly sold to your base will increase crime points by up to FactorZ
FactorZ = (Colonists / 50000) X ( ContraLike / 100)
BadContra = the amount of contraband the enemy has sold to your base using gold pods
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

Orbital Bombardment can cause an increase in crime.
IncreasedCrime = ( Damage / 1000 ) X Random
This increase is limited to no more than 100 points


Crime Spreading From Base To Base

When a base with a high crime rate is destroyed through ground combat crime is spread to other bases you own with in 800 LY of the destroyed base. It works using the following math:
Crime = the amount of crime the destroyed base had
NewCrime = Crime X 0.1
NewCrime is added to a base with the same owner as the destroyed base that is with in 800 LY.
Crime = Crime X 0.92
...
NewCrime = Crime X 0.1
NewCrime is added to a base with the same owner as the dieing base that is with in 800 LY.
Crime = Crime X 0.92
...
repeat. . .
...
The each base in the series gets 8% less crime added to it than the base just before it in the series.


Privateer Crime Spreading Powers

Privateers 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 ether 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 Cyborg are immune to this special Privateer power.

Privateers get an extra 100mc when their bases are able to gather more than 10 crime. If they are able to gather more than 50 crime to one of their planets their earning will reach 200mc.


Stolen Contraband
When the crime rate is above 100 points and 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, 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
1000 crime points : 55% stolen

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.


Happiness and Crime

If you have a crime rate above 100 and less than 651 kt of food on a base you will loose 18 happy points per turn.

If you have a crime rate above 100 and more than 650 kt of food on a base you will loose 9 happy points per turn.

The Privateers are immune to crime driving down happiness.


Other Links

Also See The PlanetWiki On Crime


 

Last Updated Sept 4th, 2006