Idea: TRUE war on terrorism

Ikael

King
Joined
Dec 2, 2005
Messages
873
Terrorism... one of the main factors that are driving modern politics, yet completely absent from the game, and quite hard to implement. I don't know about programming, yet analyzing the civilization IV's system, I think that I have been able to found a fidedigne way to reproduce terrorism in the civilization's gameplay, and representate its disvantages... and instrumentalization. So here it comes my (big and extensively dettailed) idea...

TERRORISM

Triggered by the discovery of fascism

Terrorist points:
They work pretty much in the same fashion as the great people points. However, instead of great people, they generate terrorist nucleums! With these nucleums, the cities recieves commerce, production and happiness penalties. However, you can use them in your advantage, because these cities can now produce terrorists, a deadly spy like unit that could seriously cripple your rival's progresses.
The causes of the terrorism are varied just like in real life, and so are the methods that you can use in order to prevent its rise and end with it.
NOTE: A city cannot have "negative terrorist points". A city can only have zero terrorist points as a minimum to add to the total terrorist points calculation.

"Terrorist nucleums"
If you have enough terror points, one of your cities might generate a "terrorist nucleums". These nucleums have the following effects:
Allows you to build the terrorist unit
Supports one terrorist unit.
Generates 2 unhappy faces in the city, and decreases a 30% the commerce, culture and production of the city.

* What can I do in order to extirpate the "terrorist nucleums"?

If you haven't been able to prevent the the generation of one terrorist nucleum, you can do the following:
1- Mitigate its effects by building a courthouse on it.
2- Building the scottland yard on it will vanish the terrorist nucleum.
2- Build the "anti terrorist operation", a middle - expensive building whose only purpouse it's to remove a terrorist nucleum. It will be destroyed once the nucleum have been removed. However, that doesn't assure that terrorism will never reappear there againg...
"Anti terrorist operation"'s cost are halved if you have built the scottland Yard minor wonder. You cannot rush the anti terrorist operation.

*What creates terrorism?

Politic causes:
Police state: +1 terrorist points in all your cities. However, it might end up reducing terrorism as a result for its reduced war weariness.
Any kind of labor civic other than emancipation: +1 terrorist point in all your cities, +1 terrorist points in all your cities with factories
Nationhood civic gives +1 terrorist point in any city that you didn't founded.

Nationalistic causes:
Representation gives 2 terrorist points on your 3 less populated cities.
If a captured city belonged to a now vanished civ, this city gets +1 terrorist point

War causes:
When a city has just been captured, it generates 2 terrorist point during the next 15 turns
If a civ has been attacked without justification, every border city with the attacking civ will generate one terrorist point until peace is archieved.

Religious causes:
Holy cities generates two terrorist points, no matter what
Theocracy and organized religion gives: +1 terrorist points in all your cities, plus one additional point in the cities with other religions than state religion per different religion
If a holy city belongs to a civ under a religious civic other than pacifism or free speech, this religion will be a "hate religion". Every city with that religion will generate one terrorist point NO MATTER IF THE RELIGION IS IMPLEMENTED ON A CITY OF ANOTHER CIV. Read: if buddhism holy city is owned by a theocracy and you are a neighbour civ whith buddhism implemented on these cities, these cities will have +1 terrorist point

Misery causes:
Each 4 points of unhappiness in one city adds one terrorist point to the city
Each 4 points of sickness in one city adds one terrorist point to the city

Terrorism causes:
If the city has a terrorist nucleum, it adds 2 terrorist points to it
If the city had a terrorist nucleum and was invaded by anoter nation, that city generates 4 terrorist points for 25 turns.

Spyonage causes:
Now spies can "try to create a terrorist nucleum" in enemy cities. The chances to suceed are of course, related to the opponent civ terror points.

Terrorist bonus modifiers for the civs:
+100% if the civ ranks the least, the capital generates 2 terrorist points
+50% if the civ ranks in the 2nd worst place, the capital generates 2 terrorist points
+25% if the civ ranks in the 3rd worst place, the capital generates 1 terrorist points
-25% terrorist points if the civ ranks second
-50% terrorist points if the civ ranks first


* Ways to prevent terrorism:

CULTURE:
The palace gives -2 terrorist points to the city.
Each 60% of culture decreases one terrorist point in the city.

CIVICS:

Universal suffrage gives -1 terrorist points in every city

Emancipation gives -1 terrorist point in every city

Fredoom of religion gives -1 terrorist point on each city with more than two religions.

Pacifism nulifies the terrorist points generated by holy cities.

Both pacifism and fredoom of religion avoid the generation of "hate religions"

Ecology doesn't gives any direct anti terrorist bonus, but its health bonus helps indirectly to fight terrorism (remember: 4 sickness = 1 terrorist point)

Freedom of speech doesn't gives any direct anti terrorist bonus, but its +100% culture bonus helps to fight terrorism (remember: +60% culture = -1 terrorist point in the city).

If you declare your religion state to be atheist (none), holy cities won't produce terrorist points (altough they will still create a "hate religion" effect OUTSIDE your civ, not inside) and you will get -2 terrorist points in any city with less than two religions.

POLICE:
Courthouses decrease the terrorist points generated in one city by 50%. If a city has a terorist nucleum, it also halves its negative effects.
Scotland Yard destroys any chance of this city having a terrorist nucleum. That city doesn't generate any terrorist point. Also, the costs of the "antiterrorist operations" is halved.

WONDERS:
The Kremlin prevents any generation of terrorist points in your civ.
The palace of Versailles prevents any generation of terrorist points in that city.

*What are the advantages of having one terrorist nucleum?

The very only one is that you can build terrorists, a lethal spy like unit, able to do the following actions:

1- Create a terrorist nucleum (the terrorist has X2 the chances of suceeding in this mission). The terrorist is destroyed in this operation. It depends on the rival civ's terrorist points.

2- Macro terrorist act (requires assembly line). It gives a -7 of happiness to the city during 10 turns, a 50% of the current production is lost. The terrorist is destroyed in this operation. The sucess of it depends on the city's defense capacities and its terrorist points.

3- Guerrilla Sabotage. The targeted unit is destroyed no matter what. The war weariness of the targeted civ rises a 5%. The spy is NOT destroyed after this operation. The terorist has a 40% of chances of suceeding in the operation.

4- Non conventional weapon attack (manhattan project and genetics required). It adds 2 permanent sickness points to the city, it reduces one third its population. The terrorist is destroyed and the identity of the nation automatically revealed. It gives a severe -3 diplomatic penalty with any other civ and -5 with that particular civ. The terrorist is destroyed after this operation.

Terrorist units have 2 movements and starts with the commando promotion. You do not need money to carry on terrorist operations. However, the mantenace cost of a terrorist unit is 1 of gold in your territory, 4 in enemy territory.

You can only have one terrorist in the game per nucleum. You do need the nucleums in order to support them. However, terrorist units are quite cheap to build. The terrorist appears as a "nation-less" unit like the spy. However, if they fail their mission, they die and their nation is revealed, so it implies a major diplomatic penalty with that civ (-3).

GAMEPLAY IMPLICATIONS:

UN'S: A WEAPON AGAINST TERRORISM
Now, the ability to enforce certain civics has an strategic added value: it prevents terrorism. The promotion of the free speech or free religion pays off by suffering less terrorism.

LEAST POWERED CIVILIZATIONS NOW COUNTS
Not everything is lost if you are losting the civ race. You can use these terrorist points bonus to create a terrorist state. Offer your services to other nations, blackmail anothers and recover your old glory by doing it!

MORE BALANCED CIVICS
Now the civics have the strategic value of being useful tools to prevent (or foment!) terrorism. Representation VS Emancipation has never been a so much hot debate until now.

WAR ON TERRORISM
Now terrorism is a cause of wars, and it can be a way for the least powered civs to gaing relevance. That adds quite a great deal of deepness to the game. How are you going to deal with it?
Are you going to crush every civ that uses terrorist? Are you going to prevent the raise of terrorism by promoting freedom? Are you going to become a ruhtless terrorism sponsoring state in order to sabotage the other's civilizations progresses? Are you going to use it as a defense against more powerful civs? The choice is yours! May you be able to rule a terrorist free world! :-)
 
i can see you have this well thought out. yes, this is a great idea, and it is definately something that was missing from the game. good look with it.
 
This sounds like a cool idea - one other neat thing would be if Barbarian states automatically generated Terrorist units every so often. I know late game barbarians are rare... but still.
 
Ikael said:
Terrorism... one of the main factors that are driving modern politics

Actually, I think this is the current excuse used by power-hungry leaders to strip their citizens of rights and privileges. In that sense it isn't any different from any of the other excuses these leaders have used over the course of human history, recent examples in the U.S. being the War on Drugs and the "communist threat".

Terrorists are the chic boogeymen used to scare the population into treating the government as their all-knowing Daddy. A "war on terrorism" mod might more appropriately be called the "war on freedom". Let's see who can turn their republic into a de facto dictatorship first!

Max
 
Well, to tell the truth I am quite liberal and I would like to know a way to also representate that. However, without the implementation of a good "public opinion" system in the game, that is an impossible task to do.

About barbarians, I also think that they should have a terrorist bonus. A terrorist nulceum in every city of them once you reach modern times? Hmmm, that could make the things a bit more interesting...
 
Back
Top Bottom