View Full Version : Black Market?


SinisterDeath
Jul 27, 2003, 09:15 PM
I may get into trouble for starting this thread, but I had what I thought was a novel idea for Civ. We all know what Columbia's #1 cash crop is - Cocaine. And where I live -in Canada- the #1 cash crop after wheat or corn (can't remember) is Marijuana.

Do you guys think that to raise more money --- instead of irrigating and gettting food, or mining and getting shields --- that you should be able to grow Coca, marijuana, or poppy plants (heroin). The could have a base terrain value of 1 shield, 1 food. Or to even it out more, perhaps 0 shield, 0 food. This square would give you a massive amount of gold, say 8 or 10 per turn.

However, besides a shield/food penalty, I think that it could also be a valuable reason to declare war on another civ. Instead of citizens dying of jungle disease, you could have them OD/go to rehab. Thus taking a member out of the workforce and forcing the population to support him/her.

I know its a weird idea, but I have some cities in jungles right now that are producing over 15 gold per turn, with 1 gold only going to the treasury, and the rest being lost to corruption. I think if I could start a drug operation, I could make up for this.

Or do u guys think that it should be something like a bonus resource, where it's location never changes. Personally I prefer the option of growing it, instead of it being set. You could also sign treaties with other countries against a country producing drugs, and start a US style drug war against them.

Let's face it, while drugs aren't cool, they are a fact of life, and have been around forever. They also make millions and millions of dollars. I thought that this might be a way to help corrupt cities (perhaps even non corrupt ones) make up for their corruption (as courthouses are practically useless).

Sorry if this offended anyone including the mods, but it is a legit question, there is no denying how much of a social and economic impact drugs have on society. Also note I am NOT promoting their use.

dreamdeferred
Jul 27, 2003, 09:20 PM
Maybe you could only grow drugs under despotism to simulate most real world conditions, and only after you discover a certain tech, like medicine, i think would be a good prereq for poppy fields.

Archer 007
Jul 27, 2003, 09:24 PM
Good idea, but way too un-PC to be included.

Leha
Jul 27, 2003, 09:33 PM
Then happiness should be affected too ( improved ? ) :rolleyes:

slothman
Jul 27, 2003, 09:38 PM
If disease could also be set to resources instead of just terrain then it could be done. Just have a cocoa resourse that gives good commerce. You can choose to work on it but citizens could die. Similarly if luxeries could only be gotten by working on it rather than having it just connected it could be even better. The lux part it would be dependent on the resource though. Spices only need a road but poppy needs citezens.

Arturo
Jul 27, 2003, 10:00 PM
I think that could be a lot of fun. And I like Dreamdeferred's idea of making it despotism only.

They have much worse stuff in other games like Grand Theft Auto

general_kill
Jul 27, 2003, 11:13 PM
lol grand theft auto and civ 3 are my favorite single player games. If I get conquered by the Japanese, I'll just get a bat and beat up some hookers in grand theft auto lol

Stapel
Jul 28, 2003, 03:22 AM
Originally posted by dreamdeferred
Maybe you could only grow drugs under despotism to simulate most real world conditions

Yeah, drugs grow better under despotism :crazyeye: .

Nad
Jul 28, 2003, 03:47 AM
If you are going to add drugs into civ 3, there is no need for all the complicated ideas you've described.

Just add them as a luxury resource.

Sean Lindstrom
Jul 28, 2003, 04:05 AM
Maybe transport-capable naval units could be given the "Smuggle" order to simulate slave, opium trafficking, etc. It might work like a limited range bombard on a city's treasury and bestow hidden nationality for each turn you do it. Then you'd need privateers to protect them...

Mark Young
Jul 28, 2003, 06:16 AM
Maybe if drugs lowered corruption in the city's but caused citizens to be unhappy.
Drugs usage only makes the user happy, but the effect of them is felt by nearly everyone in society.
So to put them in the game you would have to simulate this relationship.
To offset the unhappiness you could build a rehab facility.

I think that this is a good and original idea and hopefully someone could mod it into their games.

cookie_monster
Jul 28, 2003, 06:47 AM
Should include beer or something to keep the people happy.
This was the most important item on a battleship. To sail to see without beer would have been unheard of.
Tobacco,beer,salt etc should be more important.
Something using trade routes, a little like Patrizier (Patrician) 2, but not the whole game being about it.
A trade route would then make having a navy worthwhile.

Nad
Jul 28, 2003, 07:09 AM
well, you've already got wines... I suppose they represent alcoholic beverages, so you can use your imagination (or the editor) to change wine into beer.

Gainy
Jul 28, 2003, 07:26 AM
No. Younger Players (really young 'uns) might then get it in their heads that growing drugs is acceptable, there is nothing wrong with it. They would then associate drugs with money (because of the profits you describe), turn into dealers, and possibly die of an overdose ;)

Bozo Erectus
Jul 28, 2003, 07:30 AM
Hmmm, should I place my city by the cattle, or over there by the pot plants:lol: Giving a city pot as a resource should make it require more food because the citizens would have the munchies!
Sounds like a fun mod somebody should make. Oh and throw in that hilarious 70's Pimp unit I saw over in the Unit Graphics forum:lol: :goodjob:

SinisterDeath
Jul 29, 2003, 12:49 PM
I think that you should have the option to grow it where u want. If there is the 0 shield, 0 food penalty, and then you want to gear up for food, or extra production. You should have the option of cutting them down, and replanting/mining. Just like in real life. You can't choose where dyes, or silks appear, but you can choose where to grow your weed !

Zarn
Jul 29, 2003, 12:57 PM
Civ isn't a drug dealers game. It can't be incoprerated right, either.

sourboy
Jul 29, 2003, 02:19 PM
I wouldn't add them as a luxury as they are not a "positive" luxury, but instead (for you mod makers) make it as an additional slider bar.

High % = High income, High Corruption
Low % = Low, low

It is an interesting idea though, whether in terms of drugs or other scenarios, black markets are a big part of empires.

Another thought is maybe add drugs to the espionage game. If successful, you 'redirect' x% (5-10% max) of the target empires city income into your income (their consumers buy your drugs instead of buying the target empires other luxuries). This also works towards corruption in the target empires city, and stacks with propaganda - possibly leading to a cultural flip.

DisruptiveIdiot
Jul 29, 2003, 02:19 PM
Marijuana shouldn't get any penalties, but less bonuses; pot seeds are edible and the hemp has over 100 different industrial uses.

Edit : Since pot seeds are spermicidal, population wouldn't grow as fast if this is in the city :O

Ben E Gas
Jul 29, 2003, 02:49 PM
yes, it should be part of the game. Declaring war on that civ that produced the drugs would be most interesting.

Ben E Gas
Jul 29, 2003, 02:51 PM
Originally posted by Gainy bo
No. Younger Players (really young 'uns) might then get it in their heads that growing drugs is acceptable, there is nothing wrong with it. They would then associate drugs with money (because of the profits you describe), turn into dealers, and possibly die of an overdose ;)

you're quite right, but then again, is nuking & destroying a civ acceptable. Parents shouldn't be allowing their kids to play this game in the first place. Watch your kids people!!!

Gainy
Jul 29, 2003, 02:56 PM
you're quite right, but then again, is nuking & destroying a civ acceptable. Parents shouldn't be allowing their kids to play this game in the first place. Watch your kids people!!!

It would be kinda hard for the wee 'uns to get their hands on some nukes though :p

Ben E Gas
Jul 29, 2003, 02:57 PM
Originally posted by Gainy bo


It would be kinda hard for the wee 'uns to get their hands on some nukes though :p

how about guns then? we all know they can get their hands on them.

cgannon64
Jul 29, 2003, 02:58 PM
I think it should randomly kill off a pop point every few turns or so, to simulate the effects of widespread drug use.

Gainy
Jul 29, 2003, 03:06 PM
how about guns then? we all know they can get their hands on them.

There's a flaw to every theory... :mischief:

SinisterDeath
Jul 29, 2003, 03:37 PM
Perhaps later on in the game/modern times, you can use submarines for drug shipments liek the Columbians tried a few years ago with a decommisioned Russian Sub. You could also have cigar boats! Souped up, and trying desperately to outrun the coast guard.

If a video game makes a kid go on a shooting spree, or want to do drugs then:

#1. I question the social upbringing of the parents and their background.

#2. I question the parenting skills of said parents.

#3. I question the mental stability of the kid.

When will people get it through their heads in this overzealous, way-too-politically-correct-shameful society, that videogames do not turn kids into killers?

I've played dungeons and dragons for almost 20 years, and I haven't backstabbed my dad with a knife, or slit my friends throat. Neither have any of the friends I play with.