Crime and Provincial Order

From Imperium Sine Fine Wiki

Crime and Provincial Order is a deliberate economic brake on unchecked expansion. Without it, a city that claims hex after hex eventually drowns in more resources than its population and workshops could ever consume, and the tension between expanding outward and developing what you already hold quietly disappears. Crime exists to put that tension back — not as a punishment, but as an optimisation path. Ignore it entirely and a sprawling city suffers a real but survivable resource penalty. Manage it well and that same city becomes meaningfully more efficient than a neglected rival.

The Sprawl Factor

The core driver behind crime is a simple mismatch: how much territory a city controls versus how developed it actually is.

Sprawl Factor = Hexes Controlled ÷ Province Development Level

Sprawl Factor Crime Multiplier Example
1.0 – 2.0 ×0.5 (suppressed) 6 hexes at PDL 4 — tight, well-developed
2.0 – 4.0 ×1.0 (baseline) 12 hexes at PDL 4 — healthy pace
4.0 – 6.0 ×1.5 12 hexes at PDL 2 — expanding faster than developing
6.0 – 9.0 ×2.0 18 hexes at PDL 2 — seriously underpoliced
9.0+ ×3.0 (maximum) 20+ hexes at PDL 1–2 — effectively lawless

A city with 18 hexes at PDL 6 sits at a comfortable Sprawl Factor of 3.0. The same 18 hexes at PDL 2 sits at 9.0 — the difference between "well-managed" and "lawless outskirts" comes entirely from how much you've developed what you've claimed, not how much you've claimed.

Crime Rate Formula

Crime rate is a single value, recalculated fresh every month, ranging from 0% to a cap of 40%:

Crime Rate = Base Crime × Sprawl Modifier × Garrison Modifier × Governor Modifier × Outpost Modifier

This is calculated per racial group, not once per settlement — a city of Elves largely governs itself, while a Goblin underclass in the same city needs active policing, regardless of how peaceful the Elves are.

Base Crime by Race

Race Tendency Base Rate Reasoning
Krant None 0.00 Hivemind eliminates individual criminal motivation entirely
Elf Low 0.05 Disciplined and long-lived; crime is rare and culturally shamed
Dwarf Low-Moderate 0.08 Culturally shameful, but smuggling occurs at society's fringes
Skulk Moderate 0.09 Secretive by nature, but organised rather than opportunistic
Human Moderate 0.10 Standard baseline — tendency scales with discontent
Ende Moderate 0.10 Mirrors Human; mortal desires persist into unliving existence
Greenskin Moderate-High 0.15 Aggressive and undisciplined; prone to extortion and raiding
Goblin High 0.20 Scavengers by nature; opportunistic theft is deeply ingrained

Garrison Modifier

Measured against hexes controlled, not workshops — a well-staffed city centre means nothing if the outer territory has no soldiers patrolling it at all:

Garrison per Controlled Hex Modifier
No garrison at all +0.20
Below 10/hex +0.10
10–25/hex No effect
25–50/hex −0.05
Above 50/hex −0.15

Governor Modifier

Condition Modifier
No Governor +0.15
Corrupt trait +0.10 (stacks with low Logistics)
Governor Logistics 1–2 No effect
Governor Logistics 3–4 −0.05
Governor Logistics 5 −0.10

Inquisition works differently from every modifier above — rather than feeding into the formula as a fifth factor, it applies after everything else resolves, halving that population group's final crime rate outright. It's a blunt, brutal tool: highly effective against crime specifically, but carrying its own significant loyalty cost regardless — see Loyalty.

Outpost Modifier

Outpost Modifier
Marketplace −0.05
City Walls level 3+ −0.03
City Walls level 5+ −0.05 (replaces the level 3+ bonus, not additive on top of it)

Effects of Crime

Crime is intentionally mild at low levels and increasingly costly the higher it climbs:

Effect 10% Crime 25% Crime 40% Crime (Max)
Resource loss −10% −25% −40%
Project time increase +5% +12.5% +20%
Recruitment reduction −10% −25% −40%
Base loyalty reduction −2 −5 −8
Assimilation slowdown Minor Noticeable Significant

Resource loss applies after the Governor's Logistics resource-loss bonus — the two stack independently rather than one cancelling the other. Recruitment reduction and assimilation slowdown both use each population group's own crime rate individually, so a Goblin minority in a neglected city suffers a noticeably harsher penalty than an Elf minority in that same city. See Loyalty, Assimilation, and Population Growth for exactly how each of these connects back.

Crime is deliberately never an existential threat on its own — it never triggers rebellion directly, and it never reduces workshop capacity to nothing. Loyalty remains the actual gatekeeper for whether a city stays yours; crime is purely an economic drag.

Crime Tiers

Tier Crime Rate Indicator
Low 0–10% No immediate attention needed
Moderate 10–20% Worth monitoring
High 20–30% Noticeable drain — act soon
Rampant 30%+ Serious drain — immediate attention recommended

Managing Crime

Every tool available is something you already have — no dedicated crime-fighting building exists:

Tool Impact Trade-off
Develop Province (raise PDL) High Time, stone, population requirements
Inquisition High Significant loyalty penalty
Increase garrison size Moderate-High Manpower and troops diverted from elsewhere
Skilled Logistics Governor Moderate Cost and time to develop or replace a leader
Remove a Corrupt Governor Moderate Replacement delay
Build a Marketplace Low-Moderate Stone cost and build time
Improve city walls Low Marginal gain; rarely worth it for this reason alone
Accept the crime rate None Ongoing resource efficiency loss

That last option is entirely legitimate — a distant frontier city deep in contested territory may simply not be worth the governance effort, and the system is built to let you make that call deliberately rather than forcing every settlement to be optimised.

See also