Bad People mod
Ver. 1.0
3/25/2006
concept, Python, and XML by Roger Bacon
artwork by Heroes182
File: http://files.filefront.com/Bad_Peopl.../fileinfo.html
screenshots: http://forums.civfanatics.com/showthread.php?t=164492
This mod adds three new units to the game: prostitutes, druglords, and mafia.
These bad people are produced like any other unit and move to enemy cities where they try to establish criminal organizations (prostitution rings, drug trafficing, or organized crime rings). These crime groups then drain the city's resources: food, production, culture, or science. The only way to get rid of these criminal elements is to hang them by building a new building "gallows".
The gallows has a 10% chance of killing off each bad person in a city each turn. However, certain civics and technologies will chance this chance. For example, police state makes it more likely to kill off bad people and discovering liberalism makes it less likely.
Enjoy!
Roger Bacon
Ver. 1.0
3/25/2006
concept, Python, and XML by Roger Bacon
artwork by Heroes182
File: http://files.filefront.com/Bad_Peopl.../fileinfo.html
screenshots: http://forums.civfanatics.com/showthread.php?t=164492
This mod adds three new units to the game: prostitutes, druglords, and mafia.
These bad people are produced like any other unit and move to enemy cities where they try to establish criminal organizations (prostitution rings, drug trafficing, or organized crime rings). These crime groups then drain the city's resources: food, production, culture, or science. The only way to get rid of these criminal elements is to hang them by building a new building "gallows".
The gallows has a 10% chance of killing off each bad person in a city each turn. However, certain civics and technologies will chance this chance. For example, police state makes it more likely to kill off bad people and discovering liberalism makes it less likely.
Enjoy!
Roger Bacon
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