Currently going off info gained from chats and old forum threads like this one:
https://forum.thardferr.com/d/590-land-gained-on-attacks/13
I've implemented the first part of the new land spoils mechanic, which is tying crime to land/castles. In the new system land creates crime, bigger empires = more crime. Castles reduce crime by improving coverage, more castles relative to land = better policing = lower crime.
The formula is pretty simple: Crime = (land-based crime) x (castle coverage multiplier). The base crime rate is set on rungs of land, basically every 10 lands equals 1 crime, so 100 land = 10 crime. We then multiply that by your castle multiplier, which is set with a min/max of 0.5 (1:10 castle/land ratio) to 2.25 (max cap at 1:45 ratio), a ratio of 1:20 is the baseline at 1.0. Some basic examples of crime on some kingdoms:
10 castles, 100 land = crime 5
2 castles, 100 land = crime 23
5 castles, 100 land = crime 10
In addition to this change I've also updated Improved Law System tech, changing from the old max-cap 25% to now it reduces your crime by 50%. God Bless also no longer affects crime, though its buff to resource production was increased from 10 to 15%.
Game guide entries updated:
https://thardferr.com/guide/armory-buildings-pop/
https://thardferr.com/guide/magic/
https://thardferr.com/guide/technology/