Goblin Fanatic
Feb 10, 2006, 04:18 PM
It's a bit silly idea, and likely not fit for a serious Civ mod, though could make sense for fantasy or 'tongue in cheek' kind of mods. Foul people, extremely negative individuals that have a lasting, destructive influence on a civilization. Technically similar to great people, but require something to really suck in your civ to be born, and serve as a one-shot weapon you can use against somebody. They could kind of balance the game by giving the weakest civs a chance to fling mud at somebody they don't like. Of course in a serious game it would give more irritation than fun...
Here they go:
Foul Criminals(Al Capone, Ali Baba, Robin-hood, i know they're not exactly historical, accept Capone)
People who take others money for own gain. Sometimes they prefer to give it to 'the poor', though it's often no more than propaganda. Generated in cities that produce much gold but have much unhappiness, unless they have a court-house. Effects are: Heist(a civ loses some gold, the bigger a city the more) Settle(settles in an enemy city and creates a lasting organized crime structure that costs money and unhappines) Gang war(a city gets 1-2 turns of unrest)
Foul Vandals(Ned Ludd, that Greek what his name was who burned a temple, King Kong:) )
They destroy, cause collateral damage, undo what engineers and architects achieved. Generated in cities that have no culture for too long.
Possible actions include: Mindless destruction(destroys a building, not a wonder) Sabotage(Makes a certain resource unavailable for a set amount of turns) Ecological disaster(waste on 3x3 block of tiles)
Foul Rabble-rousers(not to insult nobody, let's say Goebbles or some similarly obvious figure.)
People like to follow leaders, and sometimes a leader will appear who will lead them into troble. They are generated in poor, distant towns under democratic civics, but in your capital under totalitarian civics. The weaker your civ, the bigger chance. Actions: Rouse the masses:blocks a city from producing units, buildings, income and growth for an amount of turns. Instead the city produces a 'mob' unit every few turns that serves as cheap cannon fodder.
Terrorism:Produces a bunch of rather experienced barbarians.
Blatant lies:Makes a city very unhappy for some time.
Foul Artists(Ed Wood, i know he's cult for being 'bad', no insult to fans please, just a reputation he has. Uwe Boll(ditto), Herr Landschtaft(amalgam of all the artists that painted corny nature pictures, as opposed to good nature pictures)
Some people create beauty, others create ugly stuff that somehow catches on. Created at cities with low culture. Actions: Selling out(reduces culture in a city, though not as much as a bomb would increase) Kitch sells well(settles in a city, saps culture, produces a small amount of money, saps research)
Foul Ignorants(Guys who tried to do perpetuum mobile, or some other charlatans) They lead the progress, in the wrong direction. Generated in cities that have low science output, in civilizations that fall behind in science.Actions:Catastrophe(Kills one or few people in a city, stops research in that city for a time) Wrong way(Takes away the research of currently researched tech, puts it randomly into others.) Useless piece of junk(gives the city an improvement that takes up a space for a wonder and saps a hammer or two)
Here they go:
Foul Criminals(Al Capone, Ali Baba, Robin-hood, i know they're not exactly historical, accept Capone)
People who take others money for own gain. Sometimes they prefer to give it to 'the poor', though it's often no more than propaganda. Generated in cities that produce much gold but have much unhappiness, unless they have a court-house. Effects are: Heist(a civ loses some gold, the bigger a city the more) Settle(settles in an enemy city and creates a lasting organized crime structure that costs money and unhappines) Gang war(a city gets 1-2 turns of unrest)
Foul Vandals(Ned Ludd, that Greek what his name was who burned a temple, King Kong:) )
They destroy, cause collateral damage, undo what engineers and architects achieved. Generated in cities that have no culture for too long.
Possible actions include: Mindless destruction(destroys a building, not a wonder) Sabotage(Makes a certain resource unavailable for a set amount of turns) Ecological disaster(waste on 3x3 block of tiles)
Foul Rabble-rousers(not to insult nobody, let's say Goebbles or some similarly obvious figure.)
People like to follow leaders, and sometimes a leader will appear who will lead them into troble. They are generated in poor, distant towns under democratic civics, but in your capital under totalitarian civics. The weaker your civ, the bigger chance. Actions: Rouse the masses:blocks a city from producing units, buildings, income and growth for an amount of turns. Instead the city produces a 'mob' unit every few turns that serves as cheap cannon fodder.
Terrorism:Produces a bunch of rather experienced barbarians.
Blatant lies:Makes a city very unhappy for some time.
Foul Artists(Ed Wood, i know he's cult for being 'bad', no insult to fans please, just a reputation he has. Uwe Boll(ditto), Herr Landschtaft(amalgam of all the artists that painted corny nature pictures, as opposed to good nature pictures)
Some people create beauty, others create ugly stuff that somehow catches on. Created at cities with low culture. Actions: Selling out(reduces culture in a city, though not as much as a bomb would increase) Kitch sells well(settles in a city, saps culture, produces a small amount of money, saps research)
Foul Ignorants(Guys who tried to do perpetuum mobile, or some other charlatans) They lead the progress, in the wrong direction. Generated in cities that have low science output, in civilizations that fall behind in science.Actions:Catastrophe(Kills one or few people in a city, stops research in that city for a time) Wrong way(Takes away the research of currently researched tech, puts it randomly into others.) Useless piece of junk(gives the city an improvement that takes up a space for a wonder and saps a hammer or two)