If you liked the assassins, you'll LOVE the prostitutes! [Bad People Mod] preview

RogerBacon

King
Joined
Nov 16, 2003
Messages
649
Here are some screeshots of a mod I will release this weekend.

Civ4 has Great people-- people you add to your cities to do wonderful things. Now I will add BAD people-- people you add to your OPPONENT'S cities to do BAD things. :)
The mod will include three BAD people: prostitutes, druglords, and Mafia.

Note the effect on science that the drug dealers have.


A drug dealer


Prostitutes! Contrary to popular belief they don't increase happiness in a population.


Mafia have infested the city. Extortion, racketerring, and labor strikes can wreck havoc with production.


And the solution to all of your bad people problems.


Bad People Mod
concept, python coding and XML by Roger Bacon
Artwork by Heroes182
Coming soon to a forum near you.
 
hahaha, I really like this concept! Although prostitutes should have some sort of happiness effect :p And also have an effect on income, hehe.
 
So Roger, how is the specialist stacker code working for you with all of the addtional people you are adding?
 
Does the AI use them?
 
Image links don't work, all refer just to imageshack.us, please correct that..
 
TheLopez said:
So Roger, how is the specialist stacker code working for you with all of the addtional people you are adding?

Works great except I was never able to get the ini thing working and I had to hard-code all the values in the python. I will try it again with the mercenaries mod and maybe I can get it to work this time.

Dual said:
Is there going to be any way to combat the Bad People? Like maybe a unit based on "The Untouchables" or something?

There will be a building "gallows" that will hang bad people. It will have a 10% chance per turn to hang EACH bad person in the city. Some civics and technology will alter this rate. For example, after discovering liberalism it will be harder to hang people (no capital punishment and all of that). I chose a building instead of a unit because the AI knows to build buildings but I wasn't sure if it could move a unit from city to citry sweeping up the bad people.

Kael said:
Does the AI use them?

Of course! :)

Hardner said:
Image links don't work, all refer just to imageshack.us, please correct that..

I'm seeing them. Maybe your forum settings are wrong.

Roger Bacon
 
ooch. Will they train like units or will they pop-up like great people?

this looks to dark for me, but i'll like to see it anyway. good work.
 
RogerBacon said:
Works great except I was never able to get the ini thing working and I had to hard-code all the values in the python. I will try it again with the mercenaries mod and maybe I can get it to work this time.
Did you change the name in the CvModName.py file to your mod's name?
 
TheLopez said:
Did you change the name in the CvModName.py file to your mod's name?

I didn't load it as a mod but instead integrated it into my customAssets folder. I always put all modifications into customAssets so I can use everything at once.

Roger Bacon
 
Awesome idea RogerBacon :thumbsup:

I'm curious, how do you produce those bad people? (btw I don't know if that's how you called them in game, but how about changing the name to Notorious People, sounds more appropriate I think :))

Also, just throwing an idea out there - what if there was a way to bribe the bad people that have been sent to you, so that they turn on their original "employer". Not sure how it would work with AI, though it could be done similar to gallows - you build a building that has a certain chance every turn to turn :) them to your side.
 
Rabbit said:
Awesome idea RogerBacon :thumbsup:

Thanks.

I'm curious, how do you produce those bad people? (btw I don't know if that's how you called them in game, but how about changing the name to Notorious People, sounds more appropriate I think :))

They are built like regular units. Since Bad people are not nearly as good to use as great people I didn't want to use up a great person creation oppertunity to make a bad person. I don't call them "Bad people" in the game. Each is a unique unit and there is no overall name for all of them. The only place I had to give a group name was in the seeInvisible section because they can all see each other. I called them street people there.

Also, just throwing an idea out there - what if there was a way to bribe the bad people that have been sent to you, so that they turn on their original "employer". Not sure how it would work with AI, though it could be done similar to gallows - you build a building that has a certain chance every turn to turn :) them to your side.

That might be an idea for down the road but you'd have to hold the AI's hand and walk it through the steps, including deciding for it if it should spend the gold to bribe the unit. It's probably not worth it though because each bad person will only last 10 turns on average before they go to the gallows.

Roger Bacon
 
Have you considered creating some of the bad people as replacements for the unhappy people. So even after the conditions that caused people to be unhappy go away the bad people still remain?
 
there should be a UN resolution to stop all bad people, might be a bit hard though...
but it would be such a perfect world...
 
That is a very interesting idea! :goodjob: I like it very much and look forward to the release. :)
Btw, they are invisible? Can you fight the AI created bad people that are coming to your cities with your assassins/spies (or even other units)?

CellKu
 
Goodgoodgoodgood! Very interesting, as every mod I´ve seen so far have only something "better" to offer and this has something "worse" :lol: Shouldn´t there be a increase of getting those bad ppl caught by jail? As far as I know, now a days drug dealers etc. go behind a bar when caught. Maybe it should be something like +5% so it would only increase the effect of gallows. :)
 
Very exciting! I'm curious about the mechanics and how to steal :) some of the ideas for my mod. For example, can these characters go into enemy (hot war) territory, or civs with no open borders, or only your so-called friends? I also noticed that the ones you are showing have 1 power -- can they fight? If so, and you can move them into enemy territory, how do they enter cities without attacking? Can you "interdict" one by attacking it? Are you considering AI mods to have the AI get angry for sending one of these over, as they do with failed spy efforts?
 
Oh!
I didn't realize you'd started a thread about them yet!
heh, I was actually wondering why you hadn't posted anything yet... :p

Looking good, are you nearly done with the coding then?

I like TheLopez's idea btw (if I understood it correctly, that is...).
Could you make it so that whenever a city is rioting (or just when there are unhappy citizens... remember the Super Unhappy Citizen graphic I told you about?), there's a chance that a bad person will join the city?
Not to spawn a unit for you to use, but for a bad specialist to appear in the city I mean.

hehe, I like the unique names idea too, but it's probably too much extra hassle for something that is purely cosmetic...
 
heroes182 said:
I like TheLopez's idea btw (if I understood it correctly, that is...).
Could you make it so that whenever a city is rioting (or just when there are unhappy citizens... remember the Super Unhappy Citizen graphic I told you about?), there's a chance that a bad person will join the city?
Not to spawn a unit for you to use, but for a bad specialist to appear in the city I mean.
yep you understood my idea correctly :D
 
Back
Top Bottom