New Bad People Mod

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

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Thanks and updated :D

Platypedia isn't finished yet though.
Havent done up the individual pages to rearrange the order :mischief:

I also intend to add your traits page inside but haven't figured out how to do the widget without SDK

Edit:
Sneak Preview :D
 

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

if you find a better pictures for Terrorist etc I change them for you

here is a change for Witch
 

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Updates
1) Changed all buttons to Roamty's version :goodjob:
2) Updated Platypedia to latest version with modified Specialist Page
 

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How about adding something like a Police unit/specialist that has a 5% chance of removing a 'bad' specialist each turn?

EDIT: Courthouses, security bureaus, and Scotland Yard can all have the ability to turn 1 Citizen into a Police Officer.
 
Main thing is the AI.
AI will just value the specialist based on the XML stats, with no regards to its special python abilities.

Thus, chances of them converting to them is pretty slim.

As for units, checks are tedious.
Same reason why I did not want to implement the % damage per turn for guerilla.
To do the police unit check means every turn, check all the units present in a city to see if it is a police.
Too performance taxing and still have to implement AI to build them, station in cities etc.

You can of course add more simpler ones like, capital reduces additional 5%, or state religion 5%.
 




Since Platypedia is pretty much done already, time to update it.

1) Updated Platypedia
2) Added Help tag to Specialists to display their special effects
 
Some new buttons fix the girl head
 

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  • Man copy.jpg
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  • Prostitude copy.jpg
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Thanks, will reupload once Platypedia reaches another stable state :D
 
Updated with new buttons and Platypedia
Spoiler :



 
Baddies 2.0

1) A.I.
A.I. baddies no longer seek to join cities of civilizations not met yet

2) Platypedia updated

3) Great Baddies
Slim chance (total small baddies out of 200) for joined baddies to upgrade to bigger baddies

Great Baddies have the following properties:
A) Double negative yield
B) Double chance to trigger special effects
C) Cannot be removed by normal means (Courthouse, Jail etc)
D) 50% chance to be removed when Golden Age triggered (Small baddies 100% removed)
 

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Baddies 2.0

1) A.I.
A.I. baddies no longer seek to join cities of civilizations not met yet

2) Platypedia updated

3) Great Baddies
Slim chance (total small baddies out of 200) for joined baddies to upgrade to bigger baddies

Great Baddies have the following properties:
A) Double negative yield
B) Double chance to trigger special effects
C) Cannot be removed by normal means (Courthouse, Jail etc)
D) 50% chance to be removed when Golden Age triggered (Small baddies 100% removed)


Here are buttons for the Great Baddies
 

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Thanks and updated :D
You even provided the XML files, saved me the trouble
 
Baddies 3.0



1) Added a Police Specialist as suggested to increase chance to catch them/prevent new ones from joining
Police Officer generates points towards Great Spy.
Some buildings adjusted to give PO slots.
Police State Civic increases it to 3% Per Police

2) Maximum chance to Catch, Prevent : 50%, 100%
The 50% limit is to prevent users from simply switching to 10000 Police just to get rid of all of them in 1 turn, which will then make baddies useless.

3) A.I. given simple instructions to switch up to 50% of population to Police when there are baddies in the city.

4) Added my Specialist Count mod comp partially into this, because the BTS code is lame.
When new visible specialist is added via module, it gets pushed to god knows where.
If it is added manually instead, it is positioned nicely but you cannot use the "+" and "-" buttons because the resource table is in the way.
In short, BTS code is lame.

5) Updated Pedia

6) Simple customisation section to adjust variables

7) Restructure of codes.
Because there are 8 baddies, too many if else statements, so I restructure the whole system to simplify the codes.
In general, they still do what they are supposed to do.
Except that now only one baddie event will trigger per city.

If there are 1 Bandit and 5 Terrorists and 3 Prostitudes:
Old:
2% Chance to trigger Bandit Event AND
10% Chance to trigger Terrorist Event AND
6% Chance to trigger Prostitude Event

New:
18% chance to trigger an Event, out of which 2% belongs to Bandit, 10% belongs to Terrorist, 6% belongs to Prostitude

This simply means that:
1) Only 1 event will trigger now
2) Chance to trigger higher since cumulative. In fact, if there are 25 Baddies (Excluding Great Ones), it is 100% trigger.

In Summary:
Courthouse, Jail and Security Bureauc still gives 5% Elimination Chance each.
Police Specialist gives 2% (or 3% with Police State) each.
Capped at 50% in total.
Prevention Chance is twice of Elimination Chance.

Edit:
1) Fix a bug with new upload where bad event is always Mafia
2) Increase Police Chance from 2, 3% to 3, 4%
3) Triggering Golden Age no longer kills all Baddies at 1 go.
Instead it simply increases the Elimination Chance to 100% so that one baddie died each turn.
Golden Age also grants a 10% Chance to kill Great Baddie each turn. (The only way to remove them)
 
Specialist police
 

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This looks like outstanding work! It's been years since I've been to thr forums or played Civ but something drew me here today. Now I'm seriously thinking of reinstalling and playing again. If I do this mod will definately be the first thing I install.
 
Thanks, it was your idea anyway :D
But since I did not find a working download of it, so I redesign the effects based on the ideas there.
 
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