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Jer8m8
Chieftain
New York, America
Nov 2000
posted January 25, 2001 09:50   Click Here to See the Profile for Jer8m8Click Here to Email Jer8m8  send a private message to Jer8m8
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It has been suggested there be "corporation civs." After hearing about the Texas 7, I thought, what about a civ of criminals? They would have the abilities of spies (killing a citizen, destroying improvements) and would be a super stealth unit. In cities, it would appear as a member of the population. If they struck in a city, they would cause disorder that could only be stopped by building a police station (fear of attack). Also, how to catch a criminal: first, they will automatically die in 5 turns, but, they have 10 moves and can move after attacking. To kill them before the 5 turns, attack them with a military unit or police. Police-unit that can see criminals 2 squares away, only built in cities with a police station. But anyway, when you attack a criminal, they will have a 75% chance of fleeing as opposed to 50% (see a topic I started, Misc. Ideas)
JosefGiven
Chieftain
Okehampton,Devon,UK
Jan 2001
posted January 25, 2001 14:19   Click Here to See the Profile for JosefGivenClick Here to Email JosefGiven  send a private message to JosefGiven
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quote:

Originally posted by Jer8m8 on 01-25-2001 09:50 AM
I thought, what about a civ of criminals?

Do you mean a 'criminal' civ government type? Isn't this just Anarchy, as we know it in the game? Or if an organised crime boss rises to the top of society, surely this is Despotism.


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Josef Given
josefgiven@hotmail.com

tniem
Warlord
Grand Rapids
Apr 2000
posted January 25, 2001 14:34   Click Here to See the Profile for tniemClick Here to Email tniem  send a private message to tniem Visit tniem's Homepage!
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Or organized crime is simply the corruption that a government has in a city.

Not that this isn't a good thought, I just don't really want to worry about more micromanaging dealing with escapee criminals running around.

wittlich
Warlord
Fayetteville, NC, USA
Dec 2000
posted January 25, 2001 20:22   Click Here to See the Profile for wittlichClick Here to Email wittlich  send a private message to wittlich
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I agree with not enlarging the micromanagment aspect of the game. But here's an idea. What about incorporating some of the stealth ideas of the criminal into the spy unit?
New Yorker
Chieftain
New York, New York
Jan 2001
posted January 25, 2001 22:25   Click Here to See the Profile for New Yorker   send a private message to New Yorker
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Jer8m8, being in New York has gone to your head, cuz come on government control criminals? the only thing that should come close to the unit you described should be like barbarian terrorists or something kind of terrorist

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People in New York aren't crazy cuz of the pollution by New Yorkers-its the damn pollution coming from New Jersey
[This message has been edited by New Yorker (edited January 25, 2001).]
[This message has been edited by New Yorker (edited January 25, 2001).]

DarkCloud
King
of Clouds
Jul 2000
posted January 25, 2001 22:29   Click Here to See the Profile for DarkCloudClick Here to Email DarkCloud  send a private message to DarkCloud Visit DarkCloud's Homepage!
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A civ of smugglers sounds more likely... a criminal civ would be hard to organize... perhaps a mob or smuggler civ that trades heavily... perhaps...

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Jer8m8
Chieftain
New York, America
Nov 2000
posted January 26, 2001 11:44   Click Here to See the Profile for Jer8m8Click Here to Email Jer8m8  send a private message to Jer8m8
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What I meant is that the criminal units will not belong to any one civ-they will belong to a "crime civ" that plagues all countries. In ancient times they produce barbarians, and in more modern times, criminals. They do not need cities; they can use your cities as home cities. THEY WOUILD BE AN AI CIV, similar to the idea that corporations would be seperate entities.
bagdar
Chieftain
Turkey
Jan 2001
posted January 26, 2001 15:55   Click Here to See the Profile for bagdar   send a private message to bagdar
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fine with me if these guys don't have their own cities. civ II brought some versatility into Civ I's concept of barbarians. We can expect even newer stuff (like your suggestion, for example) in Civ III.
New Yorker
Chieftain
New York, New York
Jan 2001
posted January 27, 2001 00:39   Click Here to See the Profile for New Yorker   send a private message to New Yorker
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Jer8m8, since you cleared a bit about your idea, i agree on what you suggested, kind of remindes me of my topic on barbarian terrorists

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Now who whats to come to New York?
[This message has been edited by New Yorker (edited January 27, 2001).]

Jer8m8
Chieftain
New York, America
Nov 2000
posted January 29, 2001 19:50   Click Here to See the Profile for Jer8m8Click Here to Email Jer8m8  send a private message to Jer8m8
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Another part of the criminal civ: sea going pirates
cyclotron7
Settler
California
Jan 2001
posted January 29, 2001 21:54   Click Here to See the Profile for cyclotron7Click Here to Email cyclotron7  send a private message to cyclotron7
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Yes! Pirates would be a great idea. I have always hated how the ships that deliver them barbarians never get to land. I think Barbarian Frigates and Caravels should roam the seas as well, preying on mercahnt shipping.

Also: Why should barbarians stop in the modern era? I think a terrorist unit should be made, that is on the side of the barbarians (and fundamentalists, maybe) that has certain abilities and is invisible as per submarine.

wittlich
Warlord
Fayetteville, NC, USA
Dec 2000
posted January 30, 2001 09:28   Click Here to See the Profile for wittlichClick Here to Email wittlich  send a private message to wittlich
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Having pirates in CIV3 is an excellent idea!
Jer8m8
Chieftain
New York, America
Nov 2000
posted January 30, 2001 12:08   Click Here to See the Profile for Jer8m8Click Here to Email Jer8m8  send a private message to Jer8m8
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Another idea: train robbers. They would either hurt a unit traveling on the railroad or they would stop a unit on the rails and take x gold from your coffers. 1%?

Also works as wagon robbers

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