New Bad People Mod

platyping

Sleeping Dragon
Joined
Oct 22, 2010
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Emerald Dreams
Bad People Mod

Features:
Adds 8 Units to the Game:
Prostitude, Assassin, Mafia, Robber, Witch, Bandit, Terrorist, Guerilla
Can join rival cities as "bad" specialists, providing negative yield/commerce



Each turn, 2% chance per baddie to trigger their "havoc" effects:
Assassin: -1 Population
Prostitude: 2 turns of Disorder
Mafia: Destroys current Production
Robber: -10% Gold
Witch: Removes State Religion and Buildings
Bandit: Pillages Nearby Improvements (25% chance)
Terrorist: Nukes City
Guerilla: Kills Unit Instantly

Baddies have a slight chance to promote to Great Baddies with bigger penalties.

Golden Age removes 1 Normal Baddie each turn and prevents new ones from joining.
+ 10% Chance to remove Great Baddies each turn.
Anarchy allows baddies to join at 100%.

Courthouse, Jail, National Security, Police State reduces chance of joining by 10% and elimination chance by 5% each.
Police Specialist reduces chance of joining by 6% and elimination chance by 3% each.
Or 8% and elimination chance by 4% each with Police State Civic.

Includes:
1) Platypedia 2.15


Credits

Original Mod Idea:
RogerBacon

Artwork:
Assassin, Prostitude, Mafia, Robber, Witch: Saibotleih
Bandit: Rabbit, White
Guerilla: mechaerik
Buttons: Roamty
 
If you want to use as a SPECIALIST ready to go, if you want as a unit button pick a background and I can add it in.

If you want to use these bad people buttons I made for SPECIALIST
 

Attachments

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Version 1.0

Features:
Adds 3 Units into the Game
Assassin, Mafia, Prostitude

These 3 Bad People Units can Join Rival Cities as Specialists which provide Negative Yield/Commerce.

Every turn, there is a 5% chance that those joined specialists will be eliminated.

There are 3 Buildings which help to negate these 3 Baddies:
Courthouse, Jail and Security Bureac
1) Reduce chance of them joining by 10% each
2) Increase chance to eliminate them by 5% each

AI Part
AI has been taught how to send them to irritate people.
They will naturally go towards their hatred rivals.
Friendly ones are not chosen.

What to do next
1) Teach AI how to build them... Too tired, have not explored whether there are any alternatives to AI_ChooseProduction
2) Add distinct features to each specialist.
Currently some ideas:
Assassin: Poison Water
Mafia: Destroy Improvements
Prostitude: Disorder

All 3 unit artwork are taken from Saibotleih.
Since Prostitude is definitely female, might as well grab the other 2 together :D

@Roamty
Weez thanks :D I guess the first one looks great, since it doesn't come with the borders like the spy :D
By the way, how do you make buttons like those, always great to learn new things (if not too hard) :mischief:
 

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Quite interesting stuff. I think I faintly remember having read about the original mod, but it was already gone at that time.

An interesting feature might be if the sending Civ could somehow get part of the reduced money on their own account, a bit similar to how Privateers work. Maybe one could also "steal" population or other interesting stuff this way. Might be problematic to get the specialists "remember" their home Civ though.

By the way, how about effects that give all specialists a bonus, like for example the +3:science: from Representation? Do the bad specialists get this bonus as well?

Also I could help with some (female) units if you like. I am a bit uncomfortable about the job change one of my missionaries gone through there... :mischief:
 
Quite interesting stuff. I think I faintly remember having read about the original mod, but it was already gone at that time.

An interesting feature might be if the sending Civ could somehow get part of the reduced money on their own account, a bit similar to how Privateers work. Maybe one could also "steal" population or other interesting stuff this way. Might be problematic to get the specialists "remember" their home Civ though.

By the way, how about effects that give all specialists a bonus, like for example the +3:science: from Representation? Do the bad specialists get this bonus as well?

Also I could help with some (female) units if you like. I am a bit uncomfortable about the job change one of my missionaries gone through there... :mischief:

Hmm, when the baddie join in, there can be some boost for the sender, like espionage, research or gold.
However, once the baddie is settled, there is no way to trace who sent her, since many players could have hated you and send them over.
With regards to representation and Sistine chapel in particular, you are right, they will get affected.
So 1 way is to increase the negative yields to 3 total for each baddie so that at least they don't become positive.
On the other hand, the distinct festures which I intend to add may be irritating enough that you rather don't want them even with rep

Sorry about the job change :) Will be nice if you can make one
 
You need to get with Dancing Hoskuld, he was working on this already, or did you get that idea from him?

btw the Black background looks better, if your not going with the borders.

The idea was from Rogerbacon as I mentioned in the first post, back in 2006 or so.
Not sure if Dh is working on it, but pretty much the whole mod has been done similar to the old mod, except I didn't bother to add the gallows but just use the existing buildings
Also the distinct features of each baddie is an addition of mine, so that they aren't just boring copies of each other with a new name, art and yield and that's it.

I tried out both buttons.
In game, button 1 looks like all specs, while button 2 looks like the spy one with additional borders.
I am always puzzled why the spy one looked different
 
Updates
1) Fix a python typo error in Version 1

2) Added codes to AI_chooseProduction to make AI build baddies... sometimes.
12.5% chance to build random baddie.
Only when production is 0, means previous building/unit/whatever has just been finished.

3) Added codes for individual baddie feature.
2% per baddie to trigger feature
Assassin: -1 Population
Prostitude: 2 turns of Disorder
Mafia: Destory all current production

Example: 5 Assassins, 2 Prostitudes and 3 Mafias
Every turn:
10% chance to -1 Population
4% chance to +2 turns of Disorder
6% chance to have production totally destroyed
And... all 3 can happen in same turn.

4) Added strategy and pedia text.

P.S.
I thinking of adding few more baddies like Robber if there are suitable unit artwork :D
Effects can be coded easily, just need to adjust later for balancing...
 
P.S.
I thinking of adding few more baddies like Robber if there are suitable unit artwork :D
Effects can be coded easily, just need to adjust later for balancing...
Quickly put together Robber model, hope you like it. :)
 

Attachments

  • Robber.zip
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I definitely like it :D

Updates

1) Added Robber
-2 :commerce:
2% chance each turn to -10% gold

2) Added "Negative Yields Info" to Join City Message. Now you see what they gonna do when they join the city just like Great People.

P.S.
I encounter Division by 0 CTD error when I added Robber initially.
After some trials and errors, I concluded that -:gold: is the problem, so use anything but that.

So far:
Assassin: -2 :espionage:
Prostitude: -1:commerce: and :science:
Robber: -2 :commerce:
Mafia: -2 :hammers:

3) Added Police State to reduce chance of joining 10%, elimination 5%
 

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Baddie No. 5



Something to do with religions.
Free Inquisitor!
Does not remove holy city or wonders.
-1:science: and -1 :culture: when settled

Artwork: Saibotleih

Edit:
Somehow the AI_ChooseProduction codes were missing... Hmm updated wrong file that time
 
should add a Madoff stock trader
 
Nice use of the Witch unit. ;)

Here is a modification of the Spy model, hope you like it. :)
 

Attachments

  • Spy_Variation.zip
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Nice use of the Witch unit. ;)

Here is a modification of the Spy model, hope you like it. :)

A leopard coat?? Hmm? Besides i think you got the Assassin and the Mafia units backwards.
 
Nice use of the Witch unit. ;)

Here is a modification of the Spy model, hope you like it. :)

Thanks :D
Is this meant to be used for the new trader?
Or to replace one of the original 3 baddies?

I didn't want to post pics of the Assassin or Mafia, since I not sure whether you are just unhappy about the Prostitude or all 3 :mischief:
 
Can you add assassinate missions to some bad people. Ex if in city where bad person stay great scientist was added than player see button assassinate great scientist. It should cost gold and probability should depend on espionage points and bad person promos.
 
Not possible for this mod comp.
After the baddie settled I cannot be bothered to keep track which player the baddie belonged to
 
Thanks :D
Is this meant to be used for the new trader?
Or to replace one of the original 3 baddies?

I didn't want to post pics of the Assassin or Mafia, since I not sure whether you are just unhappy about the Prostitude or all 3 :mischief:
No problem. Guessed it would be obviously that she should be a certain replacement, but it felt a bit pimp-ish to spell it out, so I left it rather vague. Maybe a bit too vague in the end. :lol:

Also don't worry about the use of the models, I have no problem with all of them. Just thought that I can create something more, uh, "appropriate" for a prostitute. But if you like your choice better, you can leave it as it is.

I would agree with strategyonly about the Assassin and the Mafia model by the way, the middle east spy model is already more fitting since that is the region Assassins originally came from.
 
Ah, because the leopard coat somehow makes her look "bossy" to me, so I was wondering whether it was meant to replace the Mafia instead, since I guess Mafia is like gangster or something :D

I chose that model initially for the prostitude since I guess in old times, some of them were forced into it, so chose a pitiful/innocent asian looking one from my impressions from dramas lol :D

No worry, can swap the models later
 
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