Illicit Resources (i.e. opium)

Plankhead

Chieftain
Joined
Nov 3, 2005
Messages
53
I'd like to see a new type of resource in the game: illicit resources. They have the potential to harm your rivals while gaining you a quick buck (i.e. selling opium under the nose of the Chinese, thus crippling their productivity), but must be carefully utilized, becuase it's not good for relations (and may start the Opium War, which China kind of lost, but still).

I know it's a little creepy, but nations have used this type of tactic in the past, and Civ 4 would be more realistic with it.
 
Hahaha... Civilization 4: The Black Market. I like it... might make spies more attactive, as from what I understand, right now no one really uses.
 
Well, it would actually come into play before spies. The Opium War, which I'm basing this idea on, happened during the New Imperialism period, which was the mid 1800s.

So, any ideas? Feedback? How to do it?
 
No, I mean spies in the game. Scotland Yard is a late-game building.
 
we could use hemp as a resource at the very least. I like the idea very much though.
 
opium: +2 happy faces, -2 health, -2 productivity

hemp: +1 productivity, +1 happiness, -1 health (yeah medicinal but it cures nothing and it will still cause lung disease)

alcohol: -1 science, +1 happiness (I'm not sure if terrain can give an extra beaker but it's the best consequence I could think of)

only other thing I can think of is coca but it shows up in the same kind of terrain as opium and has pretty much the same effects

These are just suggestions and how I would do it if I was making the mod.
 
cckerberos said:
"kind of"?
I was speaking coloquially. Please excuse me for talking like a valley girl.

Mythrl said:
opium: +2 happy faces, -2 health, -2 productivity

hemp: +1 productivity, +1 happiness, -1 health (yeah medicinal but it cures nothing and it will still cause lung disease)

alcohol: -1 science, +1 happiness (I'm not sure if terrain can give an extra beaker but it's the best consequence I could think of)

only other thing I can think of is coca but it shows up in the same kind of terrain as opium and has pretty much the same effects

These are just suggestions and how I would do it if I was making the mod.

Perhaps if utilized within your own borders, these effects could work. But when forcibly exported, the negative effects would amplify.
 
I'd say

hemp: +1 culture, +1 happiness, -1 productivity ;)
 
Tobacco : -1 productivity, -1 happiness, -2 health, +2 science (smoke breaks cuts productivity, non-smokers and smokers conflict causes unhappy faces, lung and throat cancer, infertility, increases science due to cancer research and smoking makes people focus more on their studies).
 
Mythrl said:
only other thing I can think of is coca but it shows up in the same kind of terrain as opium and has pretty much the same effects

Know thy drugs ;) Coca leaves, when chewed, act as a mild stimulant and appetite suppressant and should probably -- when NOT processed into cocaine -- give a mild productivity boost, whereas opium is the quitessential narcotic, giving no productivity boost unless you count Coleridge's famous "In Xanadu did Kubla Khan \ A stately pleasure dome decree ..."

-Oz
 
Ray Patterson said:
I'd say

hemp: +1 culture, +1 happiness, -1 productivity ;)

lol I was actually thinking that since the fibre is strong you could make better ropes, work clothes etc which would improve productivity. I think the culture is a good idea though if it can be added in as a resource bonus.
 
historicaly hemp has been used for many differend purposes, including ropes and dopes. The best bonus for civ would be +1 productivity, +1 happiness, -1 health as stated before.
 
Tunch Khan said:
Tobacco : -1 productivity, -1 happiness, -2 health, +2 science (smoke breaks cuts productivity, non-smokers and smokers conflict causes unhappy faces, lung and throat cancer, infertility, increases science due to cancer research and smoking makes people focus more on their studies).

I don't think that tobacco would cause unhappiness, quite the opposite in fact, especially in the early colonial era. It could also have religious benefits, as incense does, since this is what it was traditionally used for in many native american cultures. Perhaps you could implement an unhappiness effect later in the game with a new civic "Nanny State." :p
 
Tunch Khan said:
Tobacco : -1 productivity, -1 happiness, -2 health, +2 science (smoke breaks cuts productivity, non-smokers and smokers conflict causes unhappy faces, lung and throat cancer, infertility, increases science due to cancer research and smoking makes people focus more on their studies).

Hmm. i haven't made it to late-game yet, but if Cure for Cancer is still a wonder, then this could possibly have an impact on its production speed? (like Stone Quarry does to Stonehenge, etc)
 
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