Now that documentation is a hot topic, another little mystery that has been troubling me is safehouses and heat. Especially heat. The game presents a color-coded number with no explanation on what heat does, and after 2 years of playing, I must admit I'm not too sure myself! (although the heat system has changed more than once during that time)
So, what is heat? It's a way the game uses to measure the Conservative attention towards a Liberal or a safehouse, similar to wanted levels of other popular games. However, nothing in the game explains what that color coded number means. Especially because of the "secrecy"-number, also formatted as percents, there is plenty of room for confusion. Does 25% heat mean that the safehouse has a 25% chance to get raided? Does 95% secrecy mean that any heat lower than that may be ignored? These aren't explained at all. Decreasing heat by safehouse shuffle and community service aren't exactly obvious, and neither is the effect of shutting down the Police Station (although I think that's being worked on along with the other site documentations) or the effects of heat on non-police raids. Is heat just police attention, or does it also attract other enemies like the CCS and the Corporations?
So, how does the heat system work? How could it be improved to be more intuitive? I'll dive the source today to search for these heat springs, but here's what I know already...
* Only severe actions generate heat. These include prison breaks, murder, terrorism and treason. Kidnapped people and dead bodies also generate heat, I think.
* Heat won't start glowing on a safehouse until some threshold is passed (a few count of terrorism is needed to start heat accumulation)
* You can and will get raided by cops even if your heat is below the secrecy level.
* I'm fairly sure that firemen will raid even heat-free safehouses that publish the Guardian.
* Same applies to the extrajudicial raids from CIA, Corps and Media outlets.
* I think CCS used to only attack locations with heat on them, but I'm not sure since the recent versions have changed CCS raid behaviour.
* Community service and safehouse salsa lower heat. The pace of community service is about enough to clear one murder heat each week, and about a single terrorism/treason heat each month, if I remember correctly.