The preferences of others are irrelevant.
Nice game design advice.
They have been playing the game badly, things they don't prefer should thus happen.
If someone doesn't prepare for invaders you could also argue that they've been playing the game badly, but they still have the .ini option to turn invaders off.
the second is your opinion.
No, your claim that the AI
needs this one act to be considered two separate crimes, from a totally objective standpoint, is a load of bull. I know this because of my background as a computer scientist, who does indeed have experience working with AI.
My
opinion is that your proposed method of handling the crime of unsanctioned digging of engraved walls isn't a good one. I'd prefer it if digging engraved walls received the same modifiers to crime severity as vandalising items and buildings that have quality levels.
It does need to be displayed separately when the crimes severity is being modified over time by things that the player and AI governments are doing.
Not entirely sure what you're trying to get at here. Do you mean to say that AI won't be able to keep track of in-game law changes without separating this one act into two separate crimes?
If you are, then you're wrong, and I honestly don't know how you made it to that conclusion.
The player needs to know the severity of the crimes themselves.
Players could be shown crime severity through the justice screen when highlighting said crime, there is still no need for it to be displayed as, or treated by the code as, multiple crimes at once.
The creatures acts on the total severity of all the crimes they are about to commit, added together. So in some cases they will commit more crimes than less.
Seems reasonable, though creatures that have a neutral opinion on law should have a cap on the severity calculations equal to the severity required to be given the death sentence, since any more severity is largely irrelevant if the law is unimportant to you.