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Crime Calculation

Talk about regional management and politics, raider/defender gameplay, and other game-related matters.
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Paktland
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Posts: 20
Founded: Sep 01, 2013
Ex-Nation

Crime Calculation

Postby Paktland » Fri Oct 21, 2016 8:15 am

AFAIK crime is reduced by: law and order, education, and welfare.

One of my latest issues will let me replace the police with military. Presumably this will have the effect of reducing law expenditure to zero, and massively increasing defense.
As much as I like the idea of a Gendarmerie, I am worried that the game will not recognize high defense expenditure in the crime calculation, and thus crime will sky rocket with no law and order.

So... can anyone confirm this?

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Bedetopia
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Founded: Nov 12, 2012
Psychotic Dictatorship

Postby Bedetopia » Fri Oct 21, 2016 3:41 pm

Replacing the police with the military screams #455 Police On Overkill Mode?.

Option 4 result for me.

It will increase crime and lower civil rights among other things. It doesn't create a Gendarmerie, it institutes martial law.

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Paktland
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Founded: Sep 01, 2013
Ex-Nation

Postby Paktland » Fri Oct 21, 2016 9:59 pm

Thank you for the help.
Is there an issue that replaces the military with police instead?

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Almonaster Nuevo
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Founded: Mar 11, 2007
Civil Rights Lovefest

Postby Almonaster Nuevo » Sat Oct 22, 2016 3:35 am

Not that I know of. You just have to vote for police spending and against the military over multiple issues as they come up.
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Bears Armed
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Founded: Jun 01, 2006
Civil Rights Lovefest

Postby Bears Armed » Sat Oct 22, 2016 5:25 am

Paktland wrote:AFAIK crime is reduced by: law and order, education, and welfare.

Note that in Nationstates "crime" doesn't mean "crime, defined as such by the nation's own laws", it actually means "crime, defined as such by the issue editors", so that if you -- for example -- legalise gambling then your nation's OOC 'crime rate' goes up even though your nation's IC crime rate presumably drops...
Last edited by Bears Armed on Sat Oct 22, 2016 5:26 am, edited 1 time in total.
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