Lord Thane
You thinking having land be what sets the minimum crime rate, and using castle/land ratio as a modifier on top of that? It could work nicely, though I think we would want to have it more weighed towards castle/land ratio, or have max crime rate capped at like 40% or something so as to prevent a death spiral.
Lord Thane Idk if the base rate needs to be at .5 specifically. Would everyone then min-max to have 1:10 ratio to keep low crime?
The thing is, you get limited by the amount of castles you can build in a specific time frame, so you would then have a choice to either run a smaller more efficient kingdom CR wise, or try to just overpower CR with raw numbers...to a point.
Lord Thane Maybe the tech needs tweaked to fit this model fairly, we don't want to get an unfair advantage to big kingdoms. If the tech didn't cap and only reduced by -50% as trupheus suggested then it might make more sense.
Could even break apart the tech to have different levels, say improved law 1 reduces effects of crime rate by 10%, 2 by 20%...etc. Obviously would need to split apart the TP cost to them as well.
I think this all adds a nice element of strategic building/exploring to the mix, and I think coupled with nolios idea of 10% land loss/hit could really make castle passing less appealing to larger players, as that could start ruining castle/land ratios.
These comments brought to you by me before my first coffee, so nothing has really been thought through.