Cities Skylines 2: Criminal Behavior
Residents in the city may resort to a life of crime. Though the likelihood of this transition is minimal, it escalates when a citizen’s well-being dips. In pursuit of income, a potential criminal scours for an ideal target — a building ripe for criminal activity. This selection emerges from a meticulous comparison of buildings based on their susceptibility to crime. Ultimately, the choice zeroes in on a building from those with the highest vulnerability. Inhabitants of the chosen structure face a temporary dent in their well-being following the crime.
The criminal plots their move, taking time to execute the heist, and then departs. During this act, an alarm alerts the nearby police precinct, albeit with a slight delay before officers rush to the scene. Should law enforcement reach the venue before the perpetrator’s exit, an arrest ensues. Conversely, if the law lags, the criminal slips away, ready to strike again.
Upon apprehension, culprits are detained at facilities within Police Stations or the larger Police Headquarters. Here, a subset faces conviction and gets relegated to city prisons. If such facilities aren’t available, they’re dispatched to external detention centers. Those spared from incarceration, as well as those who’ve served their term, reenter the society, their criminal past wiped clean. Some, constrained by time, may meet their end in captivity due to natural aging.