Pi2repsilon
Posts: 42
Joined: 6/15/2020 Status: offline
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1.03 beta 12 Every third turn after cracking down on crime and eliminating the crime syndicate, it arises again in my capital. A capital with high happiness, worker happiness, loyalty... and now a constant army ready to eliminate the syndicate at a cost of 2000 to 3600 troops every time it respawns. Which as noted it does exactly three turns after elimination. It is not clear to me whether this is a bug or intended behaviour, as there is no documentation on the syndicates at all. I hope it is a bug. BUT, if it is intended that the Syndicate always returns in short order regardless of what the player invests in crushing it, such that the only rational choice is to choose the co-existence stratagems because crime fighting stratagems is intended as a temporary measure to keep the syndicate under control, not eradicate it, it simply isn't fun and I urge you to either: a) reconsider and have the syndicate presence be much slower returning to a zone it was brutally murdered in in a major military operation or b) to remove the crackdown stratagem entirely (as it is a trap currently) only leaving the Crime Raid stratagem, which is honest about being a light control measure. Attached is a screenshot of my decisions the first 14 turns of play. This game turned into "whack the syndicate", with the syndicate arriving in turn 5 and getting whacked, repeated in turn 8, 11, and 14, after which I dropped that play-through to protect my sanity. In its current state I must recommend everybody play with Syndicates turned OFF, so I hope something can be done about this before 1.04.
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< Message edited by Pi2repsilon -- 6/26/2020 12:29:04 PM >
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