Merging Platyping's Bad People mod

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Jul 5, 2004
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Location
Canberra, Australia
I think that Platyping's Bad People mod would allow for a whole lot of interesting stuff to be added to C2C and extend the current bandit and pirate activities. Especially now that there are Law Enforcement specialists (Police for short).

However it can't be dumped straight into C2C.
  1. We already have units of the same name
  2. Legalised Prostitution is the normal view if you have built the building.
  3. Our game is played by under 12 year olds so perhaps a different name (ie not prostitute)
  4. Technologies that enable the units need to be looked at.
  5. Should the units be limited in some way
  6. and so on

Any comments on what needs to change or be added?
 
I think that looks interesting - could be good.

Is it possible to change the chances of certain units emerging dependent on the presence of buildings and present chosen civic types? That way you could for example, have reactionary political or religious units) emerging as a result of their eventual sidelining.

For example, unique Monarchy buildings could encourage a type of Monarchist rebel (or something like that) for when the player plays another civic type.

I'd love to explore how we can make the 'legacy' of players civic choices (and exclusive civic building constructions) chase up with them etc.
 
[*]Legalised Prostitution is the normal view if you have built the building.
[*]Our game is played by under 12 year olds so perhaps a different name (ie not prostitute)

Any comments on what needs to change or be added?

I think the name is fine. Infact in some countries Germany, Denmark etc its completely legal anyways. These countries even have commercials showing woman's breast and even on posters so everyone can see them all over the countryside.

That way the government gets their share of the money, and in Nevada its Legal in the USA also. Heck nowadays people are too uptight anyways(my opinion), back in the Medieval Era and before, they were married around that age anyways also.
 
Rename Prostitute to Seductress or Mistress.
 
I think the name is fine. Infact in some countries Germany, Denmark etc its completely legal anyways. These countries even have commercials showing woman's breast and even on posters so everyone can see them all over the countryside.

That way the government gets their share of the money, and in Nevada its Legal in the USA also. Heck nowadays people are too uptight anyways(my opinion), back in the Medieval Era and before, they were married around that age anyways also.

We are talking about kids under 12 years of age playing the game. They play RoM perhaps they should not play C2C.

It is legal here and the workers have their own union as well.

Rename Prostitute to Seductress or Mistress.

Mistress sounds best:). I was thinking that the Brothel/Gentleman's Club would represent the legalised version (as it did in RoM) and would remove any Mistresses currently existing and make adding more a bit more difficult. The Mistress would have some disease component which the Brothel would not.

The specialists look useful. Existing buildings like the Terrorist Compound and Bandits Hideout could give a free specialist of those types.

These specialists are not something you want in your city but do want to plant in an unfriendly nations cities. So those buildings would speed the production of the units not give specialists in the city.

You would end up with the building giving the specialist and assigned police getting rid of them.
 
Personally I don't mind, but some people do. Isn't beyond the Sword rated T /13+?
 
Pegi 12 in holland, but Still all those uptight political correctness only gives me allergies :yuck:
 
Bandit
In C2C a unit that spreads crime.
Bandit Footpad - Hidden Nationality
- part of upgrade line
- Tech Bronze Working, Building Mercenary Camp


Thief line of units
- invisible
- hidden nationality
- spreads crime

In Bad People a unit that can settle as a specialist in a non-friendly city and do havoc there. IE each has a 4% chance pf pillaging an improvement in the cities work area.
- national unit (max 3)
- not invisible
- not hidden nationality
- no upgrade line same unit exists through out the game
- Tech Horseback Riding​

In Faces of God a unit that "moves" a resource from another nation's territory into yours. It actually duplicates the resource destroying the bandit also destroys the duplicate resource and vice versa.
- national unit (max 3)
- no upgrade line same unit exists through out the game
- requires special religious outlook​

Do we want to combine these non-C2C units into the C2C thief line? Perhaps having a promotion that is required before they can join a city and another religious outlook promotion for the resource theft.

What about platyping's Robber (steals gold - like spy mission) or Mafia (destroys current production - like spy mission).
 
Well we do have a Mobster Car if that is similar to the Mafia. Likewise the Thief and Rogue could be similar to the Robber. So could say the Bandit. Its just in C2C they upgrade.

The current upgrade paths are ...

Thief/Sniper Line
Thief -> Rogue -> Assassin -> Sharpshooter -> Sniper -> Modern Sniper -> Hi-Tech Sniper
Ambusher -> Rogue*
Hashishin -> Sharpshooter*
Guerrilla -> Modern Sniper*

Spy Line
Spy -> Agent -> Special Agent
I also think the Nanite Spy should fit in somewhere.

Thug Line
Bandit Footpad -> Musketman*
I think this line should be expanded to just criminal type units rather than upgrading into the Musketman

Mounted Thug Line
Bandit Rider -> Outlaw -> Mobster Car

Pirate Line
Dragon Ship Pirate -> Barbary Corsair -> Privateer -> Assault Ship
 
Bandit
In C2C a unit that spreads crime.
Bandit Footpad - Hidden Nationality
- part of upgrade line
- Tech Bronze Working, Building Mercenary Camp
Spoiler :


Thief line of units
- invisible
- hidden nationality
- spreads crime
Spoiler :


In Bad People a unit that can settle as a specialist in a non-friendly city and do havoc there. IE each has a 4% chance pf pillaging an improvement in the cities work area.
- national unit (max 3)
- not invisible
- not hidden nationality
- no upgrade line same unit exists through out the game
- Tech Horseback Riding​

In Faces of God a unit that "moves" a resource from another nation's territory into yours. It actually duplicates the resource destroying the bandit also destroys the duplicate resource and vice versa.
- national unit (max 3)
- no upgrade line same unit exists through out the game
- requires special religious outlook​
Spoiler :


Do we want to combine these non-C2C units into the C2C thief line? Perhaps having a promotion that is required before they can join a city and another religious outlook promotion for the resource theft.

What about platyping's Robber (steals gold - like spy mission) or Mafia (destroys current production - like spy mission).

Well we do have a Mobster Car if that is similar to the Mafia. Likewise the Thief and Rogue could be similar to the Robber. So could say the Bandit. Its just in C2C they upgrade.
Spoiler :

The current upgrade paths are ...

Thief/Sniper Line
Thief -> Rogue -> Assassin -> Sharpshooter -> Sniper -> Modern Sniper -> Hi-Tech Sniper
Ambusher -> Rogue*
Hashishin -> Sharpshooter*
Guerrilla -> Modern Sniper*

Spy Line
Spy -> Agent -> Special Agent
I also think the Nanite Spy should fit in somewhere.

Thug Line
Bandit Footpad -> Musketman*
I think this line should be expanded to just criminal type units rather than upgrading into the Musketman

Mounted Thug Line
Bandit Rider -> Outlaw -> Mobster Car

Pirate Line
Dragon Ship Pirate -> Barbary Corsair -> Privateer -> Assault Ship

I like the thinking process here, makes alot of sense with C2C.
 
So you are saying we don't need the specialists or missions?

No not at all. I think we should and should find a way to merge them into our system. such as ...

Assassin
Effect: -1 Population
Given by: Assassin, Hashishin, Sharpshooter, Sniperr, Modern Sniper, Hi-Tech Sniper

Mistress
Effect: 2 turns of Disorder
Given by: Mistress, Android Mistress

Mafia
Effect: Destroys current Production
Given by: Mobster Car

Robber
Effect: -10% Gold
Given by: Thief, Rogue, Bandit Footpad, Bandit Rider, Outlaw, Mobster Car

Witch
Effect: Removes State Religion and Buildings
Given By: Witch

Bandit
Effect: Pillages Nearby Improvements (25% chance)
Given by: Bandit Footpad, Bandit Rider, Outlaw, Mobster Car

Terrorist
Effect: Nukes City
Given By: Terrorist

Guerrilla
Effect: Kills Unit Instantly
Given By: Guerrilla

Note this was done fast, so its open to tweaking. Just trying to get the idea across we could still use existing units plus new ones.
 
Mostly I would not add missions to the units. The pillage one for example is a waist as all units can pillage at 100% already. Most of these bad people missions are very like spy missions and should probably have the same tech requirements. Terrorists existed in classical times but they did not have access to nukes:D.

The specialists have a 4% chance per turn of carrying out a mission. That sounds about right. the Police specialist has a % per turn of getting rid of a bad person. That also seems about right.

Giving the ability of our units to become bad people I think needs work. Either some get it automatically while others need a promotion to do so.
 
Assassin
Effect: -1 Population
Given by: Assassin, Hashishin, Sharpshooter, Sniperr, Modern Sniper, Hi-Tech Sniper

This seems wrong since 1 pop is still about 50 people in a small city and several tousends later in the game.
 
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