False Flag Black Ops

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Author: Gyogen22

Last revision: 27 Jun, 2020 at 10:09 UTC (1)

File size: 28.19 MB

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Description:

Update: Added new unit, Diplomatic Agent (see below black op missions).

This is an updated version of my False Flag Mod. I am uploading it separately due to major changes in which the mod is used. If you use the original mod, please unsubscribe and remove from workshop folder to avoid conflicts.

The mod now has dedicated units to perform false flag and several other new operations. As I am not any good at art resources (as you will be able to tell with added icons) I had to reuse vanilla models for the units. Black ops uses specops unit models, so if you don’t have Rise and Fall will not appear correctly.

Mercenary:
Prereq Tech: Military Tactics (medieval)
Commands: False Flag (domestic), Incite Rebels, Acquire Resources.

Black Ops:
Prereq Tech: Military Science (industrial)
Commands: False Flag (foreign and domestic), Release Bio-Agent, Spur City revolt, Incite Rebels, Acquire Resources.

Units are able to cross borders, operate stealthily (unless within 1 tile of another unit), and Black Ops can paradrop.
Each unit command costs 1 or 2 mission charges. Units start with two, and can gain more upon certain promotions. When charges are used, the unit can resupply at a owned city or encampment for 1/2 the cost of the unit. Resupply will also heal unit and restore stealth ability if lost during mission.

Missions:
False Flag – Domestic: Attack one of your own improvements then open diplomacy to choose an opponent to blame it on and declare a False Flag war for no grievances (if Successful or not using consequences).

False Flag – Foreign: When on an opponents improvement, click False Flag Op and a window will pop up for you to choose a civ to pose as. The unit will then act as one of that nations and pillage plot which causes the owner to declare war on the nation. If the unit survives you will regain control on your next turn. –Just realized I never changed the header on the popup, so currently will just say "Choose". Will fix in a later update.

Incite Rebels: The unit will create a rebel(barbarian) camp and attempt to relocate out of it’s way (to avoid being mistakenly attacked). Can be used within other civs borders.

Release Bio-Agent: Releases a radioactive toxin in the unit proximity, the unit will attempt to escape the affected area. If using consequences, the unit may become infected, if so, it will spread the toxin to any plot it enters, and will die in about 2 turns. It can be decontaminated by a medic if you have one close enough to reach it. If consequences are activated area of effect will vary.

Spur City Revolt: The unit will attempt to incite the city population into revolution. If not using consequences the city will become a free city, otherwise results vary.

Acquire Resources: If on an opponents plot with a resource and an improvement, unit will redirect an amount to your own stockpiles.

I added Diplomatic agent for those times you may end up with more of a war than you wanted, or did not want to wait the required number of turns before peace deal was available.

Diplomatic Agent commands:

Negotiate Peace: Attempts to broker peace treaty. The action will either earn, or cost you an amount of favor depending on current grievances. Failed action will still cost half the favor, or earn you none. If successful, peace will be declared and unit will be consumed.

Can only be used at enemy capital.

Curry Favor: The unit will try to gain favor from other civ. Once attempted can not be used on same civ for a number of turns based on current relationship, and whether or not successful.

Can only be used at an opponents capital.

The Diplomatic Agent is a civilian unit. It can cross borders and ignores ZOCs, but may need an escort in dangerous situations. Any suggestion on further uses/actions welcome.

The modern agent requires colonialism civic, but currently only difference is updated look for modern eras. The unit models are vanilla ones I reused.

Consequences: Currently the majority of consequences involve the domestic false flag, but any actions can succeed or fail, and the results of which can have either negative or positive effects. If you do not wish to use consequences, you can untick the box located near the bottom of the pause menu.

Note: The reason the unit in picture has so many movement points was for testing purposes.

This mod remains a work in progress so hopefully will improve in the future. Please report any bugs/ errors you may have. Thank You.

I don’t actually use many mods so I can ensure where errors are coming from, so am unsure if this conflicts with any others. It does use several game files so it is possible, if you encounter any major conflicts please let me know.

Download
Required DLC:

These DLC should be installed in order to use this item.


Sid Meier's Civilization VI: Gathering Storm
Sid Meieru2019s Civilization VI: Rise and Fall
Revisions:

Old revisions of this mod are available below. Click the link to download.