View Full Version : Building Graphics: Concentration/Work Camp


Ukas
Mar 13, 2003, 02:28 AM
Here is a new building based on civ's barracks.

You can use it as a concentration camp for fascist govt, work camp (should be perhaps forced labor camp) for communist govt or prison or something for all govts.

What these kind of buildings usually do is add production, reduce corruption and war weariness, resist propaganda. For my game it adds 50 % production and causes one unhappy faces in the city it's built.

Remember if you make concentration camp require fascism it doesn't appear for other govts so if you change govt back for democracy it doesn't affect your city anymore - realistic or what? You go back fascist, bang!, there they are again.

Ukas

Here be the file:

Ukas
Mar 13, 2003, 02:31 AM
Here's what they look like, barbed-wire fence is for city screen production list and button. Note that only difference is flag which changes from kind of nazi flag to kind of communist flag.

aaglo
Mar 13, 2003, 02:56 AM
Ukas, your contributions are so cruel... and I like them ;)

Senkin sairas pervo! :p

pdescobar
Mar 13, 2003, 11:26 AM
This is great stuff, Ukas. It's nice to see some buildings that offer realism and ignore political-correctness. You've forced me to add a new section to the Library, too ;)

Smoking mirror
Mar 13, 2003, 02:35 PM
Exelent work on these, I'm working on a WWII mod with realism, but not too complicated (for those not knowing WWII too well, it can be confusing having too many types of tanks or planes etc..)

I've been planning to use a work camp, I want to give the Axis and Comunists the possibility of increased production, but with the offset of loads of pollution. I don't think it should give unhappyness because most of the time they are away from the main population and the locals claime to be unaware of them.

Things like this are a good way of adding to the way a government works. It increases your modification options and therefore gives you more truly unique government choices.

I may have some requests for you in the future.

Chris85
Mar 13, 2003, 03:43 PM
Good work Ukas, it's about time we see the dark-side of civilization show it's cruel face. :goodjob:

Ukas
Mar 14, 2003, 08:04 AM
Originally posted by Smoking mirror
Exelent work on these, I'm working on a WWII mod with realism, but not too complicated (for those not knowing WWII too well, it can be confusing having too many types of tanks or planes etc..)

I've been planning to use a work camp, I want to give the Axis and Comunists the possibility of increased production, but with the offset of loads of pollution. I don't think it should give unhappyness because most of the time they are away from the main population and the locals claime to be unaware of them.

Things like this are a good way of adding to the way a government works. It increases your modification options and therefore gives you more truly unique government choices.

I may have some requests for you in the future.


Your mod sounds good, even though I feel like I know WWII bit too well gamewise and else, it's quite reasonable to leave some units away for example from German tanks, no need to upgrade from Pz-I to Pz-II then III then IV then IV2Pf and then Panther etc.

With the unhappiness part it's of course every player's choice but I tend to think camps in Germany caused opposition and resistance within the military at least. The resistance reached its culminations in Hitler's assassination attempts. Same with Soviet Union, communist system fell finally because subordination caused a reaction. I also would give the camps high maintenance cost because of obvious and indirect reasons, like govt trying to keep the camp system in secrecy.

I'll be happy to help with your requests if I have time, studies are keeping me busy every now and then.

Ukas

Ville
Mar 15, 2003, 05:57 AM
Great building:D
BTW where do you get your ideas;)
Originally posted by aaglo
Ukas, your contributions are so cruel... and I like them ;)

Senkin sairas pervo! :p
You're absolutely right:lol:

Ukas
Mar 15, 2003, 07:17 AM
To make a short story long:
It's a started long ago when I played Civ I which I thought was the best game at the time, but just like Civ3 missed some things in its "message". For some reason I've always been interested in history, politics etc. and in those days specially about how govts and rulers have also suppressed citizens throughout the history. The idea was planted to my head by a friend who was one of the last communists and saw communism being the solution for a more humane state. The communism is great in theory and especially it's designed by the people but still caused great amount of victims. I noticed in many levels people seem to trust their favorite ideas and their own govts no matter what inhumanities they make them to do. From CivI I got a some sort of general idea about development of the civilization for the first time (was lazy in school) but from the day one I missed the diversity of the real history. So, I decided to study art and wait for the game to develop so that I can bring my ideas in it.:rolleyes:

Ukas

Btw, I'm from Oulu and Kärpät is gonna win.:beer:

Ville
Mar 15, 2003, 07:28 AM
Originally posted by Ukas

Btw, I'm from Oulu and Kärpät is gonna win.:beer:
We'll see about that tonight

GIDustin
Mar 17, 2003, 04:45 PM
Originally posted by Chris85
Good work Ukas, it's about time we see the dark-side of civilization show it's cruel face. :goodjob:

The funny thing is that some people would view this as nasty, and not to be allowed on CFC. :(

I see you have made concentration camps, slave trade markets, etc. Are you making graphics for any certain mod or just random ones?

BTW All your graphics look great, but I dont really have a category for them on my site and due to hosting space restraints, I dont believe there ever will be one. :(

GIDustin

Ukas
Mar 18, 2003, 02:07 AM
Originally posted by GIDustin


The funny thing is that some people would view this as nasty, and not to be allowed on CFC. :(

I see you have made concentration camps, slave trade markets, etc. Are you making graphics for any certain mod or just random ones?

BTW All your graphics look great, but I dont really have a category for them on my site and due to hosting space restraints, I dont believe there ever will be one. :(

GIDustin


Well I guess the concentration camp improvement may ruin the day for somebody who's relative has been in a camp regardless of whatever reason I sent it here. And there are ppl who do not like to think about moral issues when playing a game. But still I don't feel like it should not exist. As said the human history is also about these things.

I'm making both. Until my mind is clear about the mod I'll keep sending buildings here. Too bad about your page, I really like it and have downloaded lot of stuff from it. Very easy to use and nicely presented and I wouldn't have minded at all if my buildings would've have been there. But I guess ppl will find them from here too.

Ukas

Bobisback
Mar 18, 2003, 04:38 PM
Ukas could you make this without the smoke and smoke stack, without the smoke and smoke stack you can use it for the middle ages.:)

Ukas
Mar 18, 2003, 05:33 PM
Originally posted by Bobisback
Ukas could you make this without the smoke and smoke stack, without the smoke and smoke stack you can use it for the middle ages.:)


Why not, but then there are barbed wires which were invented in the industrial era. Then again smoke stacks there were in the middle ages, but of course not this tall. But since it's a five minute job I'll remove them smokestacks.

I've been planning to make a prison serie from the ancient to modern times though. You could also use the slave plantation as an improvement to portray the camp in the middle ages.

Ukas

Ukas
Mar 18, 2003, 05:34 PM
Here's how one looks w/o smoke and a stack.

Bobisback
Mar 18, 2003, 06:55 PM
That's just what I need.:)

Plexus
Mar 20, 2003, 06:49 AM
:evil:

*We all know Saddam has 'em.
*We had 'em in WW2.
*The Pope? You betcha'... he has 'em too.

Godzilla
Mar 21, 2003, 01:01 AM
not alot of folks know the Vatican flag

GIDustin
Mar 21, 2003, 11:40 AM
is that the yellowish one?

I didnt know, but I took his word for it . . .

GIDustin

pdescobar
Mar 21, 2003, 12:09 PM
Yeah, the vatican flag is half yellow, see http://www.geographic.org/flags/new2/vatican_flags.html
What I want to know is who's the little guy the pope has locked up? ;)

ducksoup
Mar 29, 2003, 12:13 PM
whats it matter what the flag looks like?

Ukas
Apr 10, 2003, 07:40 PM
Originally posted by ducksoup
whats it matter what the flag looks like?

It makes a world of difference, man. But, to the point:

I was thinking about concentration camp building and how to use it, should it be an improvement or a wonder (this has been also asked from me)? The stats I gave to the building are: causes 2 unhappy faces, requires fascist govt, barracks, 3 maintenance and minor tribe (and possibly coal too) resource.

Because of playability I like to keep minor tribes quite rare, in a 16 player game there are about 12-14 minor tribes. Probably there is some excess in industrial times, since there are like 8-10 civs usually left. So, I can't check the 'required goos must be within city radius' box if I want more than one camp per civ. A camp per civ is too little portray the nazi madness and would be seriously too evil to have them in every city (though nazis had hundreds of camps). I would start to hate my civ and no govt changes could help.

My idea is, that it could be a multiple small wonder thing in a bit similar way I made my Olympic Games wonder to act. But with the difference that there will be three or four camps.

Camp 1 would require palace building and minor tribe in strategic resource box - it's only realistic to have a camp in your capital's area.

Camp 2 would require minor tribe within city radius

Camp 3 minor tribe in resource box and military academy.

Camp 4 minor tribe and intel agency (which is reasonable)

This way you can build at least three different camps, four if minor tribe exists nearby your cities.

Well, at least I'm gonna do it this way. :)

Ukas

Risbinroch
Apr 11, 2003, 01:57 PM
The buildings look great but what effects is it possible to give them? Is it possible that these buildings can have some negative effect on your reputation? Like other civs gets really angry at you...

I am no master with the editor: but is it also possible that building such an improvement can cause revolt, at least a higher chanse of that happening? Don't wan't to use this building if it ain't possible to having huge negative effects as well, allthough the unhappy think don't really work I believe, since they didn't cause the germans to be unhappy IRL - did they?

and btw, I don't think it is that cruel... the relly cruel thing about civ is that whole cities are getting destroyed: burned to the ground, THAT should rarely happen IMO... Should be worse than using a nuke, or at least just the same.

Ukas
Apr 12, 2003, 08:01 AM
I've explained my point earlier - that is I tend to think it's "realistic" to have a fascist govt in civ3. I balance fascism in my personal mod by wonders and improvements.

I give it problematic corruption (because of constant struggle of power different bureaus fought) and some war weariness but the effects can be reduced by building Gestapo Headquarters etc.

It's oversimplified to say all Germans were only happy about the camps and subjucation they faced. Of course unhappy citizens were often taken to the camps but there was still resistance against the system, for example by the military (Wehrmacht).

But again the unhappiness caused by the camps can be reduced by propaganda and military police (like the loyal SS). Camps also cause pollution and require high maintenance. That's about how much negative effects you can give to a single improvement, but the Fascism requires lot of nasty things to be build to be competitive with other govts so it's not a question of single wonders and improvements, or just about moving some sliders in civ3edits govt tab, but the system you have to create to make it work. For me that's realistic enough to portray the hideous fascism in Civ3.

TVA22
Apr 16, 2003, 09:35 PM
Ukas, unless I'm missing something, a lot of your buildings don't have city view pics, could you post some of them, so that we can replace original buildings with yours if we so choose?

Ukas
Apr 17, 2003, 12:31 AM
You're right TVA:

There's only one building I made which has city view graphics, and that's the Noah's Ark.

Main reason is there's no others is that it's a lot of work compared to the value, and at the moment I don't have much time to do buildings even as usual.

Making some building for city view demands new, larger drawing which then has to be adjusted to four different surroundings. That can be over a day's work. Maybe when this spring hassle is over, I'll start to work with city views for buildings people like to use in their scenarios and mods. I've even thought about making (was it Smoking Mirror's idea?) night time city view :scan:

TVA22
Apr 17, 2003, 11:51 AM
Didn't realize it was so much work, as I've never made any buildings. If you get the time in the future, that'd be great, and any effort is most appreciated! :goodjob:

Sims2789
Apr 23, 2003, 07:13 PM
concentration camps are evil:evil: :flamedevi :satan:, but u did a nice job on the design. i might download it and use it as a work camp, with +1 gold, +1 food and +1 shield.

btw, minor tribes AND barbarian camps magically disapear once they are in your cities radius.
________
Free Porn Videos (http://www.tube.com/)

Ukas
Apr 23, 2003, 07:28 PM
Sims: "btw, minor tribes AND barbarian camps magically disapear once they are in your cities radius."

I know, but you can make a _minor tribe resource_ which you can use for buildings like slave plantation, slave trade center, concentration camp, trading post (for nice civs) etc.

Ukas
Apr 23, 2003, 08:07 PM
I could add that I'm using that small village looking graphics you can find from GIDustins compiled resources. There is a 'slaves' resource too, but since I like to mod my game so that I can have different ways to interact with the minor tribe. For example if I want to be all democratic or republic there's trading post to increase trade etc. (planning others too for "nicer" govts). In monarchy you'll have an option to (slavery tech takes long time to research and its not needed to continue to next era) build slave buildings and wonders and with fascism you have concentration camps, you actually need to build them to increase production to a comparable level with non-fascist civs and reduce war weariness effects. I am making a mod about all this but it takes a long time before it's going to be ready.

Stevenpfo
Jan 14, 2004, 11:11 PM
Lately i've been messing with my own personal *mod*. I've been making a Germanic empire from scratch. I've been miss matching units from all over (replacing all of them for my civ just so it looks original) and adding in a few new techs/buildings. I just added in your concentration camps as follows:

It comes with a new tech called National Socialism which can be researched after Fascism. The concentration camp is a city improvement that is kinda expensive (still working that out during game play). It raises your cities production by 25%. Here's the catch though. It gives you 6 unhappy people in your city and 1 happy person in every other city. I'm still testing it out but i'm hoping it works out where it only worthwhile if done in all your cities at the same times ...

I'm currently playing the five city challenge maps I randomly make so with all cities owning a CC it should work out as one unhappy person.

Also, I made it so that every 10 turns it spits out a new unit: Forced Labour. This unit has all the same stats as a worker except Join City and it only works at 50% production as compared to the normal worker (I just used the captured worker graphic for this).

Leonel
Jan 16, 2004, 05:14 PM
Perhaps the Concentration/Work Camp should have Corruption reducing abilities. There weren't Berlin Concentration Camps or Gulags in the outskirts of Moscow.

Ukas
Mar 09, 2004, 12:35 AM
Originally posted by leonel
Perhaps the Concentration/Work Camp should have Corruption reducing abilities. There weren't Berlin Concentration Camps or Gulags in the outskirts of Moscow.


How about Sachsenhausen Camp in Oranienburg, 60 km north of Berlin?

There were not Gulag system work camps per se near Moscow, but there were transit camps and concentration camps, where people were collected especially when famous prisons such as Lyublyana, Mavrino, Krasnya Prest were just too small to hold all convicts. Also there were temporary work camps in the outskirts of moscow building roads, railroads, waterways etc. The system was using great masses of forced labor so IMHO it is quite safe to build a camp in the capital in a civ game.

Corey
Mar 12, 2004, 02:23 PM
This building is great for some wwII scenario!

Rufus T. Firefly
Nov 01, 2004, 03:02 AM
:evil: idea: Why not use Concentration camp for double sacrifice bonus? It could be a symulation of the hebrews assassinations in this camp. The problem is that you must insert in the game a "Prisoner of war" unit with sacrifice flag enabled, that will be created as enslaved.

Juka The Dumb
Nov 01, 2004, 03:34 AM
it's a good place for people to conentrate on work.i love it ukas ;)

Ukas
Nov 01, 2004, 07:34 AM
:evil: idea: Why not use Concentration camp for double sacrifice bonus? It could be a symulation of the hebrews assassinations in this camp. The problem is that you must insert in the game a "Prisoner of war" unit with sacrifice flag enabled, that will be created as enslaved.


That's a good idea. With C3C these old buildings find new uses.

I'm modelling my govts with buildings etc, especially fascism. Fascism as a system is so black&white and restrictive - as such it will never last long. It will not work without huge effort by the govt: propaganda, agitation, brainwashing, mass meetings, persecution, spying etc in strongest forms. Probably it is powerful during the wartime as it's focuses on physical strongness, but as a very simple & stupid system it neglects to understand the complexity of humanity and progress. So, how I see it player has to build lot of stuff in hurry and use all available means to make fascism work, and then it is only good for wartime. So, it's not just about better military police and better workers.