Drug resources?

Covert22

Chieftain
Joined
Dec 1, 2005
Messages
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I idea came to me that might allow for a bit more depth as well as an interesting new civic possibility.


Drug resources...

a drug resource would appear in certain areas and would be generally a more rare occurance... they would appear starting with the classical age and would include some basic forms... Marijuana, Coca, Poppy, and Peyote. Each drug would appear in specific climates more frequently with Marijuana and Coca being tropical, poppy being temperate, and peyote being arid.

From the classical period up until the industrial period each drug would have minor but postive effects...

Marijuana - +2 commerce, +2 happiness
Coca - +1 commerce, +1 happiness, +2 health
Poppy - +3 commerce + 1 happiness
Peyote - +1 happiness and +5% research in any supplied city with a state religion

Civics would take the form of

Individualism (unlistend and simply face value use of the resource)

Shamanism (activates with monotheism) - adds +1 health to each drug resource

Spiritualism (activates with feudalsim) - all happiness from a drug reduced to 0 and a 3% science bonus is awarded for every point of happiness lost in each supplied city with a state religion...(marijuana would thus have a 6% bonus to science with spiritualism) This would become obsolete with scientific method.

Experimentism (activates with liberalism) - +1 happiness per resources with +2 commerce (pre-requisite for at least 10 turns to use regulation)

Capitilization (activates with economics) each resource is stripped of 50% of its benefits and replaced by 50% more commerce with each drug adding 15% more commerce to the total commerce yield. -1 diplomacy with every faction

Regulation (activates with medicine) - All drug resources banned and a modifier of -75% drug related problems. +1 health for activation

In the early stage of the game drugs would be positive in every way, natural and early forms of drugs were indeed in life seen as nothing more than luxuries and medicines. However come Industrialism all drugs would 'change' and become more potent.

Marijuana would turn into a hash resource, coca would become cocaine, poppy would become morphine, and peyote would become mushrooms. At the modern era marijuana would remain hash while cocaine becomes crack, poppy becomes heroin, peyote becomes LSD.

at each increasing level commerce goes up by two while health drops by two and happiness remains the same...thus crack would yield +5 commerce +1 happiness and -2 health. meanwhile heroin would yield +7 commerce, +1 happiness and a whopping -4 health

Late game thus you would be faced with a drug problem if you tapped drugs or had them as part of your culture early on. Also there would be an addiction factor meaning that your cities when faced with the lack of a drug resource will still face being supplied with that drug for 1 trun for every 5 of it's being supplied. However the commerce benefits will be gone and the happiness cut in half.

If you spend 100 turns being supplied by various incarnation of poppy you would thus spend 20 turns in crippling withdraw.

You could thus introduce short sighted countries to a drug resource and allow it to undermine their cities over time. you could also try to destroy it via a worker or even try and harness it buy becoming a drug baron....

Drugs should also tend to respawn randomly near their point of orgin.With industrialism drugs can also randomly with increasing frequency begin spawning in consumer nations with suitable habitats. However if a dug is eradicated it never respawns again and this could also lead to a nice effective UN procedure.

In the end these resources would also tend be very rare and only occuring in small pockets... from there they can become helpful and nie early on all the way to becoming a plague.

So tell me... what do you think?
 
You have way too much time on your hands.
 
I agree with iamdanthemansta in saying that isn't one of the greatest of suggestions for mods I have heard before.

Edit: Oh crap, I just wasted my 300th post on this:wallbash::wallbash::wallbash::wallbash:!!!
 
I think its an awsome idea for a mod. Later on in the game, if you loose a certain drug that your people had been using all along you could experience unhappiness.
 
IF you want to mod it go ahead it looks hmm... "intresting"
I wouldn't know about dling it, maybe just to add one more layer of depth to the game.
I wouldn't know about the effects of the resourses(I dont take em), it might change the rating of the game (ESRB gets mad at that kind of stuff) and it might be politically incorrect

BTW lead is GOOD for you!!!!!!
 
Covert22 said:
I idea came to me that might allow for a bit more depth as well as an interesting new civic possibility.


Drug resources...

a drug resource would appear in certain areas and would be generally a more rare occurance... they would appear starting with the classical age and would include some basic forms... Marijuana, Coca, Poppy, and Peyote. Each drug would appear in specific climates more frequently with Marijuana and Coca being tropical, poppy being temperate, and peyote being arid.

From the classical period up until the industrial period each drug would have minor but postive effects...

Marijuana - +2 commerce, +2 happiness
Coca - +1 commerce, +1 happiness, +2 health
Poppy - +3 commerce + 1 happiness
Peyote - +1 happiness and +5% research in any supplied city with a state religion

Civics would take the form of

Individualism (unlistend and simply face value use of the resource)

Shamanism (activates with monotheism) - adds +1 health to each drug resource

Spiritualism (activates with feudalsim) - all happiness from a drug reduced to 0 and a 3% science bonus is awarded for every point of happiness lost in each supplied city with a state religion...(marijuana would thus have a 6% bonus to science with spiritualism) This would become obsolete with scientific method.

Experimentism (activates with liberalism) - +1 happiness per resources with +2 commerce (pre-requisite for at least 10 turns to use regulation)

Capitilization (activates with economics) each resource is stripped of 50% of its benefits and replaced by 50% more commerce with each drug adding 15% more commerce to the total commerce yield. -1 diplomacy with every faction

Regulation (activates with medicine) - All drug resources banned and a modifier of -75% drug related problems. +1 health for activation

In the early stage of the game drugs would be positive in every way, natural and early forms of drugs were indeed in life seen as nothing more than luxuries and medicines. However come Industrialism all drugs would 'change' and become more potent.

Marijuana would turn into a hash resource, coca would become cocaine, poppy would become morphine, and peyote would become mushrooms. At the modern era marijuana would remain hash while cocaine becomes crack, poppy becomes heroin, peyote becomes LSD.

at each increasing level commerce goes up by two while health drops by two and happiness remains the same...thus crack would yield +5 commerce +1 happiness and -2 health. meanwhile heroin would yield +7 commerce, +1 happiness and a whopping -4 health

Late game thus you would be faced with a drug problem if you tapped drugs or had them as part of your culture early on. Also there would be an addiction factor meaning that your cities when faced with the lack of a drug resource will still face being supplied with that drug for 1 trun for every 5 of it's being supplied. However the commerce benefits will be gone and the happiness cut in half.

If you spend 100 turns being supplied by various incarnation of poppy you would thus spend 20 turns in crippling withdraw.

You could thus introduce short sighted countries to a drug resource and allow it to undermine their cities over time. you could also try to destroy it via a worker or even try and harness it buy becoming a drug baron....

Drugs should also tend to respawn randomly near their point of orgin.With industrialism drugs can also randomly with increasing frequency begin spawning in consumer nations with suitable habitats. However if a dug is eradicated it never respawns again and this could also lead to a nice effective UN procedure.

In the end these resources would also tend be very rare and only occuring in small pockets... from there they can become helpful and nie early on all the way to becoming a plague.

So tell me... what do you think?


Ohh.... God no...
 
regardless of opinion it cant be denied drugs have played a HUGE role in Civilization as we know it...

Marijuana was commonly used to relieve digestive problems.

Coca plants were a HUGE MASSIVE PART of 'Incan" life in that chewing the leaves provided a caffeine like buzz, nutrition, and the ability to work and climb at higher elevations for longer periods of time.

Opium is one of the world's original medicines... it was eaten in a cake form for both recreational purposes as well as pain relief along and a gaggle of other ailments.

Peyote has religious significance for certain ancient religions still in practice today...


so... it has quite a bit of basis for implementation.
 
Political correctness is, IMO overrated, but given on how the gaming industry is on trial half the time, I don't think this mod is such a great idea. You are right, drugs have been part of civilization, but almost everything we eat will affect our bodies (don't tell me water does nothing because if you try to drink too much you can die).
I don't think I'd enjoy hot coffee poured on one of my favourite games.
 
calyth said:
Political correctness is, IMO overrated, but given on how the gaming industry is on trial half the time, I don't think this mod is such a great idea. You are right, drugs have been part of civilization, but almost everything we eat will affect our bodies (don't tell me water does nothing because if you try to drink too much you can die).
I don't think I'd enjoy hot coffee poured on one of my favourite games.
the good thing about mods is that they are immune to public scrutiny because they are made by the public. so we can basically do whatever we want;)
 
This was discussed in the creation & customization forum a while back. Look there and you might find the thread. There were a lot of ideas, if I recall...
 
@ Calyth

Also, as far as water is concerned, the US State of California had a small epidimic (sp?) of its residents using water as a drug. Nothing special just tap water. People were drinking somewhere around 4-5 gallons in under an hour stating that it would actually cause a 'buzz' of some kind. It was probably nothing more than an example of anything in excess is not good for you and an example of how dull their lives were. I read this in 'Rolling Stone' about 4 years ago.

As far as this idea goes, it would only be remained as a mod otherwise CIV would actually be promoting the use of drugs as I think everyone has already pointed out in the politically correct arguement.

I must say though, you really thought about this. May I ask if you were on something when you did? :mischief: ;)
 
It is an interesting idea to introduce drugs, but I would do it in a completely different way.

Drugs would be a randomly discovered resouce, which if in your territory would have negative health effects, and increased corruption, which would need to be countered by police stations, and the DEA wonder.

Firaxis / 2k would not have to worry about promoting drugs as all they are promoting is the negative effects.
 
calyth said:
Political correctness is, IMO overrated, but given on how the gaming industry is on trial half the time, I don't think this mod is such a great idea. You are right, drugs have been part of civilization, but almost everything we eat will affect our bodies (don't tell me water does nothing because if you try to drink too much you can die).
I don't think I'd enjoy hot coffee poured on one of my favourite games.

hmm, i was just about to suggest coffee beans as an alternative benign drug, but alas, no coffee for lil'ol'me.
 
The idea of having a drug resource isn't bad by itself, but I would prefer a much simpler and straightforward implementation. For example, a drug resource could be randomly generated on the map (like any other resource), have a detrimental effect on health but, let's say +2 commerce (to simulate the high economical yeld of the drug industry). They could only be traded in some circumstance (e.g. a civ with specific civics, or having discovered biology couldn't trade for it), and having it as a resource could influence diplomacy ("You are producing drugs -1"). I think this would be pretty balanced and realistic.
 
I like the idea of the OP with the police and DEA wonder added to balence it out. Drugs have been used for many reasons and for many years. The only changes I'd make is with marijuana. As it is a weed it can grow almost anywhere ( thats why there are diffrent stains such as sativa and indica )so a resorce tile could pop up any where but tundra and snow. I'd also have it add a +1 the hammers if in a citys cross as hemp is a very usefull fiber. Canvus has roots in the word Cannibus and it was used by the anciant world for sails so maybe have it as a mandatory need to make sail boots and have it appear with the sailing tech.
 
how about this

drugs become tradeable resources found on the map that you can cultivate if you wish to. cultivating a drug increases happiness in your civilization and gives you more gold.

you could also have the option of making a drug illegal, which would reduce your income but increase productivity.. then again caffeine is legal and it probably increases productivity, so hmm, that might have to be re-thought.
there has to be an upside for making a drug illegal in the game to make it balanced.. the productivity thing isn't really realistic but it could work.

you would get a +1 or +2 in diplomacy for every drug that you made illegal that the other civ also made illegal. you would also be able to ask the other civ to make a drug illegal, or legal.

what do you guys think? this could add an interesting angle to the game, if it was modded in this way.
 
Come on now we all know tha the only people that could "trade" drugs would be the barbarians, a sort of barbarian economic attack they would be happy from the money they were making and your civ would be sad from the crime or lack of ambition in your citizenry. Unless... you built the CIA wonder then you could deal the damm things to your own civ. It wouldn't make your people happy but would remove one unhappy citizen per drug resource; cause the malcontent wouldn't be out on the street fermenting hate and discontent. They would be at home stonned out of their gourd playing video games and eating cheetoes which is were you make your real money anyway, with a nice commerce kickback due to munchie sales.
 
There are some interesting things you could do with this. You could send drugs to countries that you had open borders agreements with and cause unhealthiness there, making money for yourself. If you beat another civ really badly, you could even force them to accept your drug sales, just like Britian did to China in the First Opium War.

That said, I think of all the things that ought to be added to civ, this is pretty low down the list.
 
I thought you were having as much fun with this thread as the rest of this until I read...

lysander said:
That said, I think of all the things that ought to be added to civ, this is pretty low down the list.

Unless someone moded this it would never see the light of day.:p
 
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