MOD IDEA: Turf Wars

donquixote235

Chieftain
Joined
Feb 3, 2003
Messages
48
How does this idea strike you:

Re-design all the landscape so that the entire planet takes on the appearance of a giant city, replete with skyscrapers, tenements, etc.

Instead of controlling a civ, you control a gang, from each of the traditional gang-concepts native to any American city - black gangs, the Italian mafia, Russian gangs, the Irish mob, etc.

Instead of building cities, you "take over turf" by establishing a "hide-out".

Instead of making buildings, you make "rackets" - brothels, bookies, meth labs, etc.

Instead of military units, you make "wiseguys" to muscle your competition.

Instead of religions, you have various illicit drugs (e.g. you "discover" meth or booze); your drug dealers would take the place of priests.

Naturally you would replace your resources with some that are more city-friendly; I'm at a loss to think of any right now, but I'm sure a list could be made.

The tech tree would give the player the feel of evolving a crime syndicate from around the late 1800's to modern day; eras would include Turn of the Century, The Depression, Post-War Boom, and Modern Era.

I would probably suggest making the police replace barbarian units, or perhaps have them be one of the playable civs - they would just be corrupt cops.

What do y'all think?
 
such a good idea. You could make terrain to simulate pavement, roads and green parkland. Forests can become houses maybe and overlay on different terrains maybe. Maybe forests can be residential and jungles commercial.

That way atleast you can "work" the tiles. say residential gives you food because you can recruit ppl from there. Commercial gives you money because you use them as front or just extort money from them.

As for resources you can make special resources like "gun shop", "car dealership" etc. as requirements for units. Maybe a "gym" to hire the tougher guys. Bank could be a resource but cannot be exploited until you research armed robbery or something.

I think your religion idea is very good cos then the temples can generate money to simulate the profits from drug running.

The buildings can be activites as you suggested to enhance the ability of the hideouts or the cities.

Barbarians can be renamed police :) as they will try to attack you.

Tech can reflect changes in types of organised crime for racketeering to drug dealing to electonic crimes etc.

I'm sure can be expanded lots of ways but i do like the idea.
 
There are always a couple of gang war mods floating around.
I really like this idea though!
 
sovarn said:
such a good idea. You could make terrain to simulate pavement, roads and green parkland. Forests can become houses maybe and overlay on different terrains maybe. Maybe forests can be residential and jungles commercial.

That way atleast you can "work" the tiles. say residential gives you food because you can recruit ppl from there. Commercial gives you money because you use them as front or just extort money from them.

And your workers would be "offering protection" rather than "improving tiles".

Also, instead of using the term Culture, you could replace it with something that reflects your "street presence" or "street creds", for lack of a better term.

sovarn said:
As for resources you can make special resources like "gun shop", "car dealership" etc. as requirements for units. Maybe a "gym" to hire the tougher guys. Bank could be a resource but cannot be exploited until you research armed robbery or something.

All very great ideas. You could also have a Politician resource, to represent having a legislator in your pocket. ;)

sovarn said:
I think your religion idea is very good cos then the temples can generate money to simulate the profits from drug running.

Not to mention the fact that if for example you were the gang that got meth on the street, then any time meth spreads into one of a rival gang's hideouts, you'll get the fog of war lifted for that hideout... after all, that meth-head in your opponent's hideout will give all kinds of info in order to get a little fix, right? ;)

sovarn said:
Barbarians can be renamed police :) as they will try to attack you.

Agreed, although I sort of like the idea of having one of the gangs actually being a group of crooked cops with their own racket going. I would probably make heightened barbarian activity, otherwise the police would only be a minor nuisance in the early game, rather than a force to be contended with.

sovarn said:
Tech can reflect changes in types of organised crime for racketeering to drug dealing to electonic crimes etc.

Probably a combination of that and "legitimate" techs that have a side-effect of enabling/disabling rackets or resources, e.g. the first person to reach Prohibition would get the Booze "religion". Later you could have a Prohibition Repealed tech that removes Booze as a religion, but makes up for it by making +1 happy in every hideout.
 
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