Idea: International Drug Trade

Joined
May 26, 2012
Messages
674
Just throwing some ideas out here. I was going to propose this in the Mexico thread, but I thought that'd be bit suspect, so here it is here.

- New "drug" resources implemented, though I can only think of Cocaine and Heroin atm. Would start off mostly in south America and spawn in places like Afghanistan later.

- These resources are only revealed and can only be used, by Civilizations using a new "Narco-State" civic. (available with Biology?) Any Civilization using this civic would suffer +unhappiness and +unhealthiness in all cities and take diplomatic penalty from all non "Narco-State" civs. Devious new offensive options become available however:

- If a Civ has access to any "Drug" resources, they can "build" hidden "drug-units". Simplest implementation I can think of. These can be targeted at the cities of rival Civilizations in a similar way to Nukes. However it would more like espionage in that it would be hidden, so need DoWing or diplomatic penalties with the target unless spotted. Any city successfully targeted takes enormous health and some happiness penalties, and slightly damages all garrisoned units in that city.

- Any "drug-units" in an enemy city captured by a Civ not using "Narco-State" civic are automatically destroyed. Spies can destroy/detect drugs through a new mission, or just through espionage points/presence.

I can barely use python so I have no idea how hard this would be to code, but just be interested to hear feedback.
 
I see no reason Mexico or South America or Afghanistan should be defined by Western Imperialist efforts to undermine their countries through the backing of drug and weapon trafficking.
 
Before we have any drugs in this game, I want GM plants! Unlocked by a wholly optional modern tech, it provides +1 food for all farms, but +10 unhappiness in all cities for first 50 turns. C'mon guys, you know you want it!
 
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