Persuade Defectors Project

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Author: Sailor Cat

Last revision: 4 Mar, 2021 at 21:35 UTC (1)

File size: 342.02 KB

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Description:

Persuade Defectors Project

Enables the Persuade Defectors project for the Diplomatic Quarter, which spawns 1–3 random unique units from civilizations you’ve met. Will spawn units for which either you or the civilization have the required technology or civic. Will not spawn units from more than two eras earlier than your current era.

Unique units spawned in this manner have a chance to go rogue—they are turncoats, after all. The following reduce this chance:

  • Each Delegation or Embassy to or from the civilization to which the unique unit belonged.
  • A Spy counterspying in your Diplomatic Quarter (per each promotion).

Notes
  • The chance to roll 1 unit is 50%; 2 units, 40%; 3 units, 10%.
  • The chance to roll a hostile unit is 20% per unit rolled.
  • Each spy promotion reduces the chance to roll a hostile unit by 2%.
  • Each delegation or embassy reduces the chance by 2%.
  • The above settings have been made to be easily adjusted by editing the topmost section in CoreSailor_Defectors_Script.lua in a text editor.

Mod Support

Should support most if not all unique units from modded leaders and civilizations.
German language support with this mod.

Versions

The current version of Persuade Defectors Project is v1.20. Please refer to the change notes for a full list of changes.

Download
Required DLC:

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


Sid Meier's Civilizationu00ae VI: Ethiopia Pack
Revisions:

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