Bad People Mod -- adds prostitutes, druglords, and mafia.

Here is an idea that goes with the crime family idea.

http://forums.civfanatics.com/showthread.php?t=164576


I think it would eb great for each civ to be able to start a crime ring. The Gambinos, The Japanese Mafia, The Russian Mafia. I would think there should be like 3-7 (depending on number of players in the game. The if you are the first to found a crime family it is spread and used just like a religon. You can actually take money from your opponents cities by opening up a ring with your Missionary or gangster. Maybe like 1 gold per turn.

There should be an effect with different civics. Like Police State would allow for a bigger haul but Free market wouldn't.

You should also be able to do some things covertly. Like having your gang create units that can cause havoc but with out much of a chance of it comming down on your civ. If they cause too much troubles then War could be declared. Kinda like Colombia and the U.S. with the Cocaine problem.

There would of course have to be new resources, and techs!

This could be a really great added element!
 
I think this is a great idea.
 
Mesix said:
You could also have more advanced civics be opposed to the death penalty. This would create a neat challenge of trying to deal with the criminal element while also keeping the people happy. It would be kind of like war weariness for the criminal element that you added.

I don't like the marijuana resource that much. Coca and opium that can be refined into cocain and heroin would be much better for the criminal element you have added. Making money could require using a drug trafficker unit to smuggle the new resources into rival cities where it can be sold. The further the distance and the more "law enforcement" challenges that are present in the target city the higher the price for a successful sale. Drug muels would be kind of like caravans in the older civ games only rival civs would try to get rid of them. They shold have a stealth element to make them difficult to detect.

I like this idea, I work as a customs officer and a law enforcement element to this mod would be a good idea perhaps a change to the airport and police station buildings would aid in this perhaps creating an element like an Organized Crime Unit for the police that...and the airport has customs this would help in catching drug mules. Also an idea would be that the drug mules spawn like Great Units e.g (Great Engineers) cause the drug trade is somewhat random it's not known who the guys are at the top or where they are even based it's simply finding the mules there are lots of elements of the criminal world which you couldn't get in to a mod but there are few things that can be touched on. I have had an idea of creating a mod which brings in Terrorist Organisations and two elements i would touch on are the terrorist leaders plus the followers and have them spawned like great people but the chances are increased based on unhappiness in the city.

Great work on the mod
 
naf4ever said:
Any of you remember that so-so version of civ put out by Activision called "Test of Time."
Perhaps you mean "call to power"?Anyhow, i agree that there should be non-combat units,altough that would make the game more chaotic.Plus someone should have to teach the A.I. how to use them.Back to the thread subject,the crime syndicate could either be a religion,a civic or an empire of its own , with unique units,buildings etc.(which of the three ,i'm not sure).It's well worth considering though.
 
I think that the crime empire should be a religion. That way, everyone can use it. The problem lies in allowing all the players to build a mob boss's "home". I'm guessing that it's possible to do with Python If it were an empire, only one civ would have access to it, which I think would be unfair.

Edit: It is "Call to Power." I loved that game, and it's actually the reason I was so psyched about being able to play Civ 4.
 
I like the "holy city" version of the "mob home". That way, just like religon there could be competing mafia. I wouldn't want 7 though that is too much. But then you could have civs be more angry and happy with you if they had the same mafia or not too!
 
edu2003mdq said:
Can't get the download page to load... :( Any suggestions?

Yes, the download site seems to be down at the moment. If it is still down tonight I will upload the file to another site. I can also send it to you directly if you send me an email address in a private message.

Roger Bacon
 
Bacon, are you planning on merging this with the assassin mod?
 
Another idea for a bad person. . . the hippie!

They could enter your city and really act up during time of war. they would decrease production (by not having jobs) and also food (munchies). During peace they may actually add to culture with works of art and the like but during war their protests could disrupt the city!
 
The Hippie idea is a brilliant one BFD. With that we could simulate the sixties and seventies!

I'd certainly go to war with anyone that used hippies on me. What about you guys?
 
Good job RogerBacon, it were an honour to be part of yer team, yar! :D

hm. Maybe you should add a "Pirate" bad person... it could easily be made as a Redcoat reskin! :P

I''ll play this tomorrow, looking forward to inundating my rivals with an evil tide of VENEREAL DISEEEEEASE!!!! MWAHAHAHA!!!!
 
Los Tirano said:
Bacon, are you planning on merging this with the assassin mod?

I don't plan to do it but it should only take you about 5 minutes to cut and paste about 5 lines from one custom event manager to the other. Just take the bad people one and add the lines
ass = assassin.assassin()
and all of the ass. functions.

That's from memory because I'm at work as I write this.

Heroes182 said:
Good job RogerBacon, it were an honour to be part of yer team, yar!

I'm sure it was your artwork that got everyone interested in this mod when I poseted the preview screens. I think a lot of people don't even try game enhancement mods unless they have cool artwork.

Roger Bacon
 
For me this is not only a great idea, it's no less than the doorstep to the NEXT LEVEL of the Civ series as a whole.

Cause unmodded Civ 4 is - besides the rather simple unhappiness/health problem that merely slows down city growth - a management game of a big variety of different ressources (techs, buildings, units, tiles and of course ressources) by applying certain concepts like building, exploring, negotiating, capturing etc. In its interdependancy and diversity of elements to juggle a VERY enjoyable concept, though. :yumyum:

But nevertheless you hardly rule a civ in CIV, cause that would mean ruling people in the first place. And ruling means watching, influencing, countering or obeying their will. But the people itself hardly show up in the game. Even specialists and Great Persons simply are ressources for the players to use completely as they like. Bad or notorious people would change that the first time in the series. :clap: So a major gap may be about to close now. :beer: At least its the first step.

I'd like to expand the idea with the option to build permanent specialists for your city, possibly available upon discovery of certain techs. On being build they are instantly added to the city's permanent specialists display and give certain small boni. If each city keeps track of how much specialist were built this way, there could be an upper limit for their number at any time being the present city size itself. That means every POP could be converted to show up and contribute as a minor specialist. For example plain citizens giving one extra food for city growth, soldiers giving extra 10% city defense, police officers that increase the chance of getting rid of criminals and many other possibilties, broadening in the more modern eras. This would also reflect the attitude of the city people in general depending upon what types of people prevail.

This idea could be combined with the idea of bad people specialists that can be moved around. The above mentioned POP specialists wouldn't move and thus the AI should be able to build and add them without problems. Maybe unhappy cities would then change these resident specialist into notorious ones like it was suggested already, but instead of producing new ones.

The (unholy) religion like approach to spawning and spreading organized crime seems very natural with the game, so I think it's a highly promising way to introduce the element. :thumbsup:
 
hmm..

Extending on Worldbuilder's idea of the people having their own part to play, I think it'd be cool (although I know most people would consider it too random) to make Bad People production and control change according to civics...

For example, Most of the civic options would make bad people spawn automatically and be controlled by the computer (they'd still be yours, but they'd be "hard-automated"). There could be a civic (Rampant Corruption or something liek that :P) where you're in league with the seedy underbelly of society - meaning a lot of unhappy faces, but you get to build and control bad people. Other civics like police state would mean that Bad People actually produce happy faces, representing their ability to supply those goods which you and your totalitarian regime have decided to be subversive. In this case, perhaps the gallows have a better chance of capturing them, but hanging these heroes of the people will cost you even more unhappy faces...
There could even be another civic called something like "Bribery", where, every 10 turns or so, you get a pop-up from one of them offering to set up shop at an opponent's city... if you cough up.
Actually, that'd be a good way to get rid of them as well... instead of waiting for the gallows to dispatch them, you could clikc on their superspecialist icon and bribe them out of the city...

Or maybe that's all a bit excessive. :mischief:
 
Ever get the download page working? When I click on it it loads and all, but it shows no public servers to download from, only the fastpass ones.

I also think that this is one of the better ideas for a mod. I wish I took the time to learn how to mod and all, cause I would really like to expand on this. It seems like Civ4 is so open to modding, it's possible for each civ to start it's own crime family or organization. I also think they should be able to build a Domestic Security Service (like the FBI) as a national wonder. With this they could start to produce units that fight off "bad people" sent by other civs.

Anyway, I can host the mod for you if you send it to me, seeing that I have a lot of unused webspace. Just send me an email at slny06@gmail.com if you want me to host it for you.
 
Or maybe that's all a bit excessive. :mischief:

No, it's not. That's exactly what I meant with the next level of civ-games.
Hard coded behaviour of your population depending on the era, the civics and of course their type, which either you choose or get assigned by the game based upon your present political, economical and environmental structures, whenever your POP points increase. And the possibility of that population to turn or be turned into criminals or other inhabitants like agitators, jobless or even homeless people that all cause unhappiness and/or other destabilizing effects to deal with. So you'd have to keep an eye on your people also, not only on exterior AI opponents. Cause if not properly treated (and manipulated) they could blow up your civ as good as an AI conquering you.

By now we could only do that with the SDK released, but I'm very sceptical that a fan-based effort would master it. Probably it's possible no earlier than with Civ 5. But for now the implementation of people with attitude started with this mod is a fascinating first step. :)
 
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