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Crimefighting

Posted: Mon Jul 06, 2020 12:19 pm
by Kriegsspieler
I've been spending my time since 1.04 was published just messing around in the early game (i.e., playing fewer than 30 or so turns), trying different profile combinations and build strategies for their effects on BP, IP, and things of that sort.

Today for the first time ever, the criminal underworld decided to intrude on my happy little existence, and I was wondering what people tend to do to keep them in check. I suppose the answer depends in part on my existing profile and the expertise of my interior council director, which isn't so high right now. But I was wondering more generally what approaches people have used. I tried playing the "Crackdown on Crime" strategem and got my butt kicked -- several times, in fact, because I backed out the game and reloaded to see what possible effects it had. Every time I took more losses than the criminals did.

Does anyone know how I can activate Elliot Ness? [:D] Or should accept the criminal presence?

RE: Crimefighting

Posted: Mon Jul 06, 2020 2:42 pm
by zgrssd
For starters, play on the current Beta. Because some things were seriously busted with the numbers in their events.

RE: Crimefighting

Posted: Mon Jul 06, 2020 3:45 pm
by Kriegsspieler
I am playing on beta 3.
Unless by "current" you mean beta 4![:D]

RE: Crimefighting

Posted: Mon Jul 06, 2020 4:25 pm
by zgrssd
ORIGINAL: Kriegsspieler

I am playing on beta 3.
Unless by "current" you mean beta 4![:D]
Is the savegame als from the current version? Events and Stratagems are mostly stored in the savegame, so some fixes never make it into your life game.

RE: Crimefighting

Posted: Mon Jul 06, 2020 4:27 pm
by Kriegsspieler
Yes, it was a new game in beta 3.

RE: Crimefighting

Posted: Mon Jul 06, 2020 7:07 pm
by Lovenought
they never emerge/re-emerge at all if you have Enforcement high, I think over 60?

If you're having trouble crushing them, bring in more men. Events like that actually count the number of units in a hex. Militia, replacements waiting in SHQ, and regulars. I was able to wipe mine from existence with two military operations.

RE: Crimefighting

Posted: Mon Jul 06, 2020 7:28 pm
by zgrssd
Wich profiles does supporting the crime syndicate have again?
I am hoping for something that is compatible with my profile goals. And hte cults thus far were anything but fitting.

RE: Crimefighting

Posted: Mon Jul 06, 2020 9:17 pm
by Kriegsspieler
I can't say for sure. After they had appeared I had 48 commerce and fairly low enforcement, maybe 33 or 34. But that's not unusual for me. I never start with high enforcement.
Unfortunately, I failed to note when the crime syndicate actually turned up. I know they weren't there at the beginning of my game.

RE: Crimefighting

Posted: Mon Jul 06, 2020 11:45 pm
by demiare
I'd easily crushed them in 1.04beta3 having ~60 commerce AND some militia troops in my capital using 2 or 3 times military force against them. Every time my leader make a successful roll, but I still lose some militia. After it crime syndicate gone for good as my other zones had near 100 population happiness and loyalty (seems it's protecting from them too).

RE: Crimefighting

Posted: Tue Jul 07, 2020 12:35 pm
by Kriegsspieler
That's helpful -- thanks! [:)]