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An epic MAFIA scenario

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  • #16
    Originally posted by Kobra

    @Leonidas:
    Then it shouldn't be a problem for me to name this "Mafia" That french scen is quite neat, although I don't understand a word
    Hmmm... interesting question.

    That other scenario is called "Mafia".

    Perhaps you could call yours "Mafia Story" or "The Godfather" or "Mafia: The Rise of Organized Crime"
    or...

    Well, you get the idea - heheh

    Just a few suggestions...

    Cheers!

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    • #17
      Originally posted by Kobra
      this "Mafia" That french scen is quite neat, although I don't understand a word
      If you need a translation, just shout!
      Ankh-Morpork, we have an orangutan...
      Discworld Scenario: http://apolyton.net/forums/showthrea...8&pagenumber=1
      POMARJ Scenario:http://www.apolyton.com/forums/showt...8&pagenumber=1
      LOST LEGIONS Scenario:http://www.apolyton.com/forums/showt...hreadid=169464

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      • #18
        @Patine

        I took a quick look at Mafia.

        Mafia certainly is different and not too difficult to follow in English if one replaces the GAME, LABELS and PEDIA files with the vanilla CIV2 versions. However, EVENTS doesn't work because, among other things, the English version of CIV2 keeps looking for a city called Aucun, not comprehending that AUCUN = NONE. Also, the author apparently had some difficulty in distinguishing the east side from the west side of a map.

        The concept is pretty straightforward. Streets = ocean so that ground units have to be carried by cars or trucks (ships) to move from block to block (island). Beyond that, it is a straightforward shoot 'em up. There are none of the interesting subplot activities, cattle rustling and prospecting, that add much to the flavor of Gold Gulch.

        The one disconcerting problem that you will also face is that improvements that make sense in Mafia strongholds (speakeasy, drug trade, bootlegging, counterfeiting, prostitution etc) make no sense at all if they are built in a Police Station or other city stronghold.

        It might be best to let everyone build such things as an armory and reinforced doors/walls but use the tech tree to limit what the good guys can build. I would not let the city have a corruption free form of government, too many politicians, officials and policemen have an interest in building their own pension funds.

        See if you can figure out some money-making sub-plot schemes for both the Mafia and the good guys to add flavor (and income) to the scen.
        Excerpts from the Manual of the Civilization Fanatic :

        Money can buy happiness, just raise the luxury rate to 50%.
        Money is not the root of all evil, it is the root of great empires.

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        • #19
          I'm actually having a good time doing this. A fun unorthodox project after oh too many historical scens.

          #1: How about this: You can rob civilians or hijack NYC supply trucks for money, rob banks (kill bankers inside banks), but when you kill them, more NYC police are deployed to the streets.

          #2: Some of your units will be able to bribe units such as the police for a relatively big portion of money. You diplo units will also be able to kick other units' ass (sabotage). Or should the police/FBI civ have democracy so they can't be bribeable? Maybe only he NYC civs' police officers can be bribed?

          #3: If you kill made men "without permission", you'll lose money and there will be a mob war. If you kill regular goons there will be war as well, because of the game engine, but you won't lose money. Hmm, maybe this wasn't such a good idea, to lose money everytime you kill wise guys.

          More ideas to come...

          I'll probably use the same concept as that French "Marfia"-dude, with streets as ocean, only I will have zebra crossings. I'm open to any kind of suggestion, such as these good ones of John here. Thanks! Don't be shy guys!

          Here's more cars:
          Luxery sports car (fast moving, but can only carry 1 or 2) and a generic "mafia" car (slow, but can carry 4)

          Anyone got a pic of a 30s FBI car?
          And when was alcohol legalized again in the US?

          EDIT:
          Made some changes to the units
          Last edited by Eivind IV; January 14, 2005, 11:43.
          Find my civ2 scenarios here

          Ave Europa, nostra vera Patria!

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          • #20
            Those cars are really nice.

            "The Repeal Amendment was sent to the States in February of 1933. It wasn't ratified until December 5th, but Congress passed the 'Beer Bill' in April, declaring that 3.2 beer was not intoxicating, hence not illegal. So the date of the end of Alcohol Prohibition is generally considered to be April 4th, 1933."

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            • #21
              3.2% eh? Is that why American beer is so weak?

              Nice cars Eivind. I'll see what I can do about Mafia hoods and Dons and stuff.
              http://sleague.apolyton.net/index.ph...ory:Civ2_Units

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              • #22
                Wasn´t there that one brewery that flew in some beer for FDR then stating 'Mr President, the first beer is for you' IIRC

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                • #23
                  Sorry to bang on about ToT Eivind, but there is the perfect device in ToT to ensure that your cars stick to the roads and don't end up driving into houses etc. Techumseh had an armoured train in his Russian Civil War scenario which was confined to railways as follows (IIRC!): Make all terrain other than that with railways/roads impassable and give all units other than trains/cars the 'ignore impassable terrain' flag.
                  http://sleague.apolyton.net/index.ph...ory:Civ2_Units

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                  • #24
                    And I'm sorry to bang on about that TOT is a bit out of my league

                    I know TOT is superior in many ways, but the best way here really, as I want cars to be able to carry units, is to make roads as ocean (Just as that "Marfia" scen), and the cars naval units. And that is perfectly feasable in MGE, which really is my domain, I'm afraid.

                    Still interested?
                    Find my civ2 scenarios here

                    Ave Europa, nostra vera Patria!

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                    • #25
                      Originally posted by techumseh
                      Oh, and Mercator's site has a couple of NYC maps: http://www.civgaming.net/mercator/
                      Those maps are nice, but in a bit small scale for this scen. I'll probably make one myself
                      Find my civ2 scenarios here

                      Ave Europa, nostra vera Patria!

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                      • #26
                        Presenting to you, an FBI armoured car
                        Find my civ2 scenarios here

                        Ave Europa, nostra vera Patria!

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                        • #27
                          So does the time go in half an hours or what?
                          "[A thoughtful Quote]" -Oscar Wilde

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                          • #28
                            Cause in a bank robbery it wouldnt take a day to go down a few blocks and you couldnt recruit assassins in one day
                            "[A thoughtful Quote]" -Oscar Wilde

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                            • #29
                              I havn't yet decided whether it will be played in the 30s-40s only or if should have it as a real epic rise and fall scenario going up to the 80s.

                              Anyone have any thouhts on that?
                              Find my civ2 scenarios here

                              Ave Europa, nostra vera Patria!

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                              • #30
                                Originally posted by Kobra
                                And I'm sorry to bang on about that TOT is a bit out of my league

                                I know TOT is superior in many ways, but the best way here really, as I want cars to be able to carry units, is to make roads as ocean (Just as that "Marfia" scen), and the cars naval units. And that is perfectly feasable in MGE, which really is my domain, I'm afraid.

                                Still interested?
                                What happens when you want to cross the road?
                                http://sleague.apolyton.net/index.ph...ory:Civ2_Units

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