I'll repeat my own suggestions on the matter, if anyone's interested:
(10-03-2010 06:49 AM)Praetyre Wrote: New Crime Mechanics: Some citizens, below a certain level of happiness, will commit criminal acts. These acts include vandalism (which reduces the beauty of a structure), arson (which destroys buildings), murder (exactly what it says on the tin), theft (which steals some of the income of a building), embezzlement (where employees pocket some of the money their building makes), bombings (exactly what it says on the tin) and assault (reduces happiness and health scores of citizens). Policemen will automatically round up and incarcerate criminals, who must be kept in Prisons, thus giving a practical and realistic function for prisons outside of political internment. Issuing the Arrest edict on criminals has a quarter of the effect on family respect and no effect on bystanders.
Unlike games like the City Building Series where criminals were spawned people who represented levels of unrest in your population (pickpocketing, mugging, vandalism and arson, for example), criminals would be just be regular folk with incentives to commit criminal acts, across the whole social strata (anywhere from farmers who pocket the crops for themselves to bureaucrats who spend their days playing Solitaire to bankers who embezzle El Presidente's Swiss fund).
It would be kind of like Startopia, where you had aliens come aboard who would be criminals and impersonate employees (or your employees could become criminals themselves) and perform actions like stealing credits from the recycler that ordinarily would have gone to your account, make people feel worse in medical and religious services and make your security center malfunction, in contrast to the spies, who would just assassinate visitors and plant bombs.
You could rehabilitate them for money, kill them, send them off the station or even let them off with a slap on the wrist or try and cure them with religion, but any way you slice it, dealing with them was important. I'd like to see Tropico working the same way. Though, obviously, death would be a bit different (you'd probably be able to administer the Eliminate edict for half the normal penalty to family and none to bystanders for a murderer (be he someone who murdered regularily or through bombing).
Another element of challenge that could be added would be a risk of prisoners killing each other and causing riots and escape attempts due to overcrowding once your prison reaches 4 or more people, with the chance steadily growing as it reaches capacity. This would also create incentives to build ahead of capacity with your prisons (they rarely get beyond 2, even with Arrest-happy Presidente's) and interesting new manners of getting rid of troublesome citizens without the one-time Florida edict. Of course, them dying in your prisons would piss off the family, and probably decrease your respect with the Intellectual faction as well and your healthcare score. You could buy an electric security system to reduce the risk of escapes but at the cost of higher maintenace and required electricity. Would certainly add some spice to those Jailhouse Rock-style scenarios.