Hypothetical Machiavellian Mods

ReluctantPuppet

Chieftain
Joined
Oct 19, 2012
Messages
1
Being inclined towards the conspiratorial mindset I often find myself considering what Civ would be like if the game incorporated conspiracy theory, of either the Machiavellian sort or just totally outrageous.

As some examples:

Fiat currency- gained after banking and allows player to provide loans during periods of need to other civs (ie civ at war needs more guns). Interest rises quickly and if unpaid by deadline all cities but capital become puppets for 6 turns.

Loans for war: A nation can gift large quantities of money to another nation (or equivalent value in gifted units) in order to convince them to invade an enemy nation. After conquest city is automatically puppeted and the earnings split. If loan cannot be repayed or they fail to meet objective some cities are puppeted temporarily.

Holocaust-after invading a city may choose to eliminate one follower from any religion that isn't your own per turn. Every one depopulation generates +2 followers of your faith and +1 unhappiness. Generates great :( unless propaganda resource is > X.

New Age Retro Hippies: Civ which can create a NARH at any point in the game, providing a .0005% chance per turn of summoning a UFO for 10 turns, with 100 attack power and the ability to complete a single wonder in one turn. Hippies eliminate all production which would otherwise come from the land, but trees grow on the spot after 4 turns.

Propaganda//Prestige: new resource which allows players to generate :) or :( for any a city or region in relation to goods or religion. Gained at a higher rate if a player fulfills certain allegiance based objectives - ie getting into a defensive pact and then providing your contractee with a free unit or killing the enemy... defending a CS as promised... etc. Allows you to influence AI into having greater demand for a trade good - or can be used to cover up a war perpetrated through hired barbarians or brush over a dick move. Could also create reduced attack damage for units via morale... increase happiness from an existing luxury, decrease enemy luxury happiness... etc etc.

Addictive Trade Goods: Cocaine, caffeine.. etc. Generates extreme :) in the short term, but as time goes on will generate even more :( if the supply is cut off, allowing the selling nation to take advantage of everyone being hooked.

Slave trade: May sell dominated civs/barbs/own population to generate production/culture/war units// etc for other civs. Traded like all other resources. Barbs can be purchased in exchange for giving 10% of their population specialist positions in your city (if slots available).

Reverse engineering: For every civ discovered which is spied upon that has the tech, gain +15% research points while discovering towards tech.

Poison the wells: Spy manuever. Halts growth of city and generates +10 unhappiness per turn and an additional +4 for each enemy at war with target. Susceptibility to propaganda from all nations but those at war increased 100%. If caught causes extreme prestige loss. If propaganda is > X can generate financial gain through converting a luxury good into a cure.

Supress technology: Used after discovering technology. Requires a spy and allocates 10% of science points to the propaganda resource. While active doubles science requirements for a tech for all civs that haven't researched it.

False flag: Requires high levels of propaganda and sacrifice of a high value structure. All those in friendship will declare war against opponent of your choice / gift a military unit. Internal unhappiness and military unit maintenance halved for 15 turns.

Spiritual dominion: After destroying enemy religious capital gain benefits of their religion in addition to your own and increase spread by 1% for every 100 prestige at time of victory.

Crusade: Requires 3 allies of same religion. Recieve 500/x% city raze value against opponent who has failed to repay loan to one of crusade starters. Military units complete 15% faster. +faith, $$ and culture per unit and building destroyed.

Temporal power / hostile takeover: Can pay large amounts of $$ and fortify unit on spot in order to puppet a strategic resource owned by a friend with open borders..

Tolerance: Can have more than one religion benefit per city, but receive only 35% of usual benefit.


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Anyhoo, that's a few of my random ideas. If you've ever had similar concepts pop into your head feel free to post em.
 
i don't have names for these right now, but:
1. liberate a city controlled by another civilization, following all of the same rules as a normal liberation, except, obviously, for having to capture it; gain the normal benefits.
2. decrease another civilization's city's great people generation.
3. convert another civilization's unit to your side.
4. convert another civilization's spy to your side, or at least gain all intelligence that the spy gets for the civilization that owns it (maybe call this double agents, or something. also not sure if i explained that right).
5. change a civilization's puppet city into an annexed one.
 
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