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Topic Subject: Gang Wars - Mafia RTS
posted 10-04-08 03:20 PM EDT (US)   
Ok, I realise that this has been done. Age of Criminals had a post in it, about half way down, which inspired me to create this, but it is still my own idea.

This isn't finished yet, so bear with me and if you have any ideas, post them below.

GANGS
Each gang has two unique units, a home city, and a flag. All of the flags are done entirely in black and white, to add effect.

ITALIAN MAFIA
Unique Units: Don (Replaces ringleader); Tommygun (Extra machine gun)
Home City: Palermo
Flag: A black tommygun crossed over a white tommygun.
Technology: Security (Stops all other gangs collecting protection money)

RUSSIAN MAFIYA
Unique Units: Tambov (Extra demolitionist); Obshina (Replaces sniper)
Home City: Moscow
Flag: Black ЯM on a white background. (I know this would be pronounced Yam in Russian)
Technology: Detectives (Other gangs can no longer launder money)

AUSTRALIAN MAFIA
Unique Units: Honoured Society gunman (Extra rifleman); Yacht (Replaces luxury ship)
Home City: Melbourne
Flag: Boomerang, with each arm ending in a rifle barrel.
Technology: Police Patrol (Other gangs cannot control marketplaces)

JAPANESE YAKUZA
Unique Units: Katana (Replaces Knifer); Uzi (Extra machine gun)
Home City: Tokyo
Flag: ヤ written on a white background.
Technology: Anti-weapons law (Other gangs can no longer deal weapons)

CHINESE TRIAD
Unique Units: Jetski (Replaces patrol boat); Kung Fu Master (Extra martial artist)
Home City: Hong Kong
Flag: A normal yin-yang sign on a white background.
Technology: Illegal Gambling (Other gangs can no longer control casinos)

ASIAN SNAKEHEAD
Unique Units: Muay Thai Master (Replaces Martial Artist); Container Ship (Extra Battleship)
Home City: Fuzhou
Flag: The black outline of a snake on a white background.
Technology: Border Control (Stops other gangs taking part in illegal immigration)

JAMAICAN POSSE
Unique Units: 8-ball hitman (Replaces sniper); Speedboat (Extra powerboat)
Home City: Trenchtown
Flag: i don't know
Technology: Customs (Stops all other gangs from smuggling and dealing drugs)

IRISH MOB
Unique Units: Beer Baron (Replaces Ringleader); Shillelagh (Extra baseball bat)
Home City: Boston
Flag: The black outline of a four-leaf clover.
Technology: Prohibition (No other gang can supply alchohol)

RESOURCES
Food - Supermarkets, markets, shops or farms. Either robbing or buying. When you buy food, you lose some money.
Money - See "getting money" below
Building Materials - Construction Yards.
XP - Same as AoE 3
Crime - Commiting Crimes. Every time you get 100 crime, a police squad arrives to attack your HQ. See "crimes" below.

GETTING MONEY
Robbing civilians, banks, supermarkets or other commercial buildings will get money. You can also select one extra way of getting money, which you can change at any time. Each extra way of getting money has two buildings which generate money. The larger, more efficient building requires at least five of the smaller buildings. You can only have one of the larger buildings.

PROTECTION MONEY
Protected Shop
Protected Mall
TECH: The Italian Mafia can research security, preventing other gangs from using this money type.

MONEY LAUNDERING
Note Printer's
Professional Launderer
TECH: The Russian Mafiya can research detectives, preventing other gangs from using this money type.

MARKETPLACE CONTROL
Fruit market
Farmer's market
TECH: The Australian Mafia can research police patrol, preventing other gangs from using this money type.

ARMS DEALING
Handgun Store
Weapon Dealership
TECH: The Japanese Yakuza can research anti-weapons law, preventing other gangs from using this money type.

GAMBLING
Bookkeeper's
Casino
TECH: The Chinese Triads can research illegal gambling, preventing other gangs from using this money type.

IMMIGRATION
Document Forger's
Truck Depot
TECH: The Asian Snakeheads can research border control, preventing other gangs from using this money type.

DRUG DEALING
Drug Dealer
Crack House
TECH: The Jamaican Posses can research customs, preventing other gangs from using this money type.

ALCOHOL
Bar
Winery
TECH: The Irish Mob can research prohibition, preventing other gangs from using this money type.

BUILDINGS AND UNITS
*Ringleader: Like the explorer in AoE3. Very good fighter who improves with each age.
*Italian Don: Ringleader who improves nearby allies, though he is slightly weaker than a normal ringleader.
*Irish Beer Baron: Gnarled but surly old Irishman who can supply alcohol to a territory, which may make it switch sides.

COMPOUND
Like a town centre. The surrounding area of the compound is the only place you are allowed to build buildings (except docks). You cannot build compounds, and they cannot be destroyed, but when you capture a territory you gain control of its compound. Here you can train:
*Contractors: Build buildings. When you are finished with them, send them back to the compound and they will disappear and be partly refunded.
*Informants: Gather resources by buying food from supermarkets, markets, shops and farms. They can rob unarmed civilians.

DOCK
Can only be built on the waterfront. Trains all boats:
*Patrol boat: Basic, weak boat. Fast, but low HP and attack.
*Triad Jetski: Very small and fast boat. Moderate attack, but tiny HP.
*Powerboat: Small-medium boat. Fast, and moderate attack/HP.
*Posse Speedboat: Cheaper powerboat, with lower attack but higher HP.
*Luxury Ship: Heals everything garrisoned inside it. Low attack, moderade HP, and very expensive. Stealthy.
*Australian Yacht: Like the luxury ship, but with a decent attack.
*Battleship: Big, high HP, high attack ship. Very expensive.
*Snakehead Container Ship: Like the battleship, but with lower attack. Virtually indestructible, and can transport infinite units.

SHOOTING RANGE
Trains all infantry except those not armed with firearms.
*Rifleman: Basic infantry. All-purpose, but good against machine guns.
*Australian Honoured Society gunman: Rifleman with all stats slightly increased.
*Machine Gun: Fast attacker. Good against snipers.
*Italian Tommygun: Machine Gun with longer range and higher HP.
*Yakuza Uzi: Ultra-quick Machine Gun. Can attack two targets at once.
*Sniper: Huge ranged gunman with outstanding attack. Very, very slow attacker and low HP, however. Good against riflemen.
*Russian Obshina: Sniper with decent HP. Also has quicker attack rate.
*Posse 8-ball hitman: Sniper with even better attack than usual. Range is lower, however.

CLOSE COMBAT ACADEMY
Trains infantry without firearms. No gang has both a knifer AND a baseball bat.
*Knifer (Russian, Triad, Snakehead): High attack but low HP. Good against anything it can reach.
*Baseball Bat (Italian, Australian, Posse, Irish): High HP but low attack. Good against anything it can reach.
*Yakuza Katana: Knifer with decent HP and attack. Deals splash damage.
*Irish Shillelagh: Baseball Bat with decent HP and excellent attack.
*Demolitionist: Explosive user who has the option to self-destruct, dealing extra damage.
*Russian Tambov: Demolitionist who cannot self destruct, but deals extra damage with his bombs.
*Martial Artist: Very powerful unit who can beat almost anything.
*Triad Kung Fu master: Martial Artist with much better HP.
*Snakehead Muay Thai master: Martial Artist with much better attack.

GARAGE
Trains vehicles.
*Biker: Fast vehicle which has low attack and HP compared to other vehicles, but can be easily massed.
*Drive-by Shooter: Fairly fast vehicle with very good attack and moderate HP.
*Armoured Car: Slow vehicle with excellent HP but fairly low attack.

MAPS
*Wilderness: More like a classic AoE map. There are no territories, and you can build compounds.

UNITED KINGDOM
*Edinburgh: Fight in the capital of Scotland and in the cold North Sea.
*Liverpool: The Mersey provides an excellent battlefield for smaller ships.
*London: Fight along the Thames or use the London Eye as a sniper's vantage point.

MORE TO COME

[This message has been edited by NotInvolved (edited 10-05-2008 @ 05:18 AM).]

Replies:
posted 10-04-08 03:53 PM EDT (US)     1 / 20  
Oh wait i have better idea AOE3 The Antarctic dynasties

New civ!

Ice: Cold all units to death
posted 10-04-08 08:15 PM EDT (US)     2 / 20  
You need the Columbian Mafia and US Mafia. Dump the Russian and Aussie mafia, there just wannabes. At least the ones in Columbia and the US actually have ties with the Sicilian orignals. Parisian Apaches might be cool.

Here's some map ideas: Sicily, South Side Chicago, NYC, Medellin, and Mexico City.

Don't forget the Latin Kings and Hell's Angels .

Old Bachus, Napoleon of Spam turned half decent forumer
>>Winner of Most Improved AoMH Forumer '09<<
~If you can read this, thank a teacher. If it isn't in Danish, thank King Alfred.~
>>My work<<

"Once you've stooped to Cash4Gold type stuff, you no longer are a celebrity." - Mozzy
posted 10-05-08 05:13 AM EDT (US)     3 / 20  
Considering the Russian Mafiya are active in all states that used to be part of the USSR, they are considerably larger (in land) than any of the other gangs listed here.

And the Australians have actually fought most of the other gangs, whereas gangs like the Triads rarely fight anyone except other Triads.

The Italian Mafia is in this game a combination of the original Sicilian mafia and the Italian American mafia, so the US would be a bit similar/pointless.

The Colombian mafia is one that I am definitely going to put in, as soon as I can get the units.

Bikers would be great, I think I will probably add a few vehicles that you can train.

As for the maps, they are all great ideas. I won't use Sicily, as it is way too big to be on the same size map as, say, Chicago, but I will put Palermo in as a map.
posted 10-05-08 01:56 PM EDT (US)     4 / 20  
The Russian Mafia maybe huge but there still wannabes. Pretty much any big illegal oranganazation has bunch of copycats. You could just have part of Sicily for a map. Or maybe Rome, that would be good.

Old Bachus, Napoleon of Spam turned half decent forumer
>>Winner of Most Improved AoMH Forumer '09<<
~If you can read this, thank a teacher. If it isn't in Danish, thank King Alfred.~
>>My work<<

"Once you've stooped to Cash4Gold type stuff, you no longer are a celebrity." - Mozzy
posted 10-06-08 10:59 AM EDT (US)     5 / 20  
I'm going to have loads of maps, so pretty much any big city with distinctive features would be good.

Anyway, I need two more mafias to make the game more complete. The colombians would be good, but I can't think of any other mafias. I also need a flag for the Jamaicans.
posted 10-06-08 12:07 PM EDT (US)     6 / 20  
What about the Cubans? huge trade on Contraband Cigars.

"This is the flag of a new country, flying from the Mississippi to the Pacific. The thirteen stripes of red and white still represent the thirteen colonies, but they run in a new direction, just as we must chart a new direction for ourselves. [...] God bless you, and God bless the Allied States of America!" -President Tomarchio, first president of the ASA. The flag that he is talking about is in my avatar. This Quote is from the TV series Jericho, one of the best shows on earth.
posted 10-06-08 04:16 PM EDT (US)     7 / 20  
Cubans would be great. I just need a couple of UUs and a flag and They're good to go.
posted 10-16-08 02:23 AM EDT (US)     8 / 20  
I've never really heard "Ringleader" used for gangs. Shouldn't all the Mafias have a Godfather for a hero?

Satan's Discples are another pretty large gang. There a Chicago based Hispanic gang with chapters in many US states. There flag would be a little red devil with a pitchfork and all that and the HC would be the South Side.

If you want research I'd highly recomend watching "Gang Wars" on the History Channel. Each episode explores the origins and history of all kinds of different gangs. It talks about were they're located, there exploits, rivals, just lots of info that would be very useful.

Old Bachus, Napoleon of Spam turned half decent forumer
>>Winner of Most Improved AoMH Forumer '09<<
~If you can read this, thank a teacher. If it isn't in Danish, thank King Alfred.~
>>My work<<

"Once you've stooped to Cash4Gold type stuff, you no longer are a celebrity." - Mozzy
posted 10-16-08 06:59 AM EDT (US)     9 / 20  
As an aussie and a queenslander i can say that Mafia is not the word compaired to corrupt officials and Melbourne gangs.
Google Joh Bjelke Peterson
posted 10-16-08 01:48 PM EDT (US)     10 / 20  
I would suggest rethinking the building system, the mob dosent build buildings, they steal them! maybe each player starts in a small town with a bunch of neutral buildings and some units, in which they could capture buildings and specialize them to thier needs, if a building is destroyed, or if the player needs a certain type of building, the player could bribe town officials to build a neutral building on the required spot for the player to capture. over the ages, the buildings increase in size until the town becomes a city, some neutral buildings could specialize in certain uses, skyscrapers could get sniper bonuses, and so on. maybe some neutral buildings would spawn neutral units like "police", "building crews" and "firemen", police units could attack the player, firemen would repair damaged structures, and building crews would build neutral buildings. Just a suggestion.

P.S. I would like to work on the Cubans, but I will need to do some research on it first.

"This is the flag of a new country, flying from the Mississippi to the Pacific. The thirteen stripes of red and white still represent the thirteen colonies, but they run in a new direction, just as we must chart a new direction for ourselves. [...] God bless you, and God bless the Allied States of America!" -President Tomarchio, first president of the ASA. The flag that he is talking about is in my avatar. This Quote is from the TV series Jericho, one of the best shows on earth.
posted 10-16-08 03:33 PM EDT (US)     11 / 20  
@ Old Bachus - Ringleader will have to do as it is not specific to any of the gangs in the game. The Cubans will be the final gang. I don't have the history channel, as I live in the UK. There is UKTV History but it doesn't have the same shows.

@evil_live_vile - I know that the word 'mafia' is wrong for the Melbourne gangs. The Painters' and Dockers' Union would be more realistic, but it is a bit too specific. Mafia will have to do until I get a better word.

@Orowac - Technically the mobs in this don't build the buildings - their hired contractors do! The city-owned buildings all offer vantage points for snipers, the taller the better, but when a sniper has sniped from a building it becomes unusable again by any player. And the Cubans are yours. Enjoy! Remember 2 UUs (1 replaces something else, the other is an extra unit; 1 Tech which stops the others smuggling cigars; 2 cigar buildings; a flag and a HC.)
posted 10-16-08 09:30 PM EDT (US)     12 / 20  
The Cubans will be the final gang.
There's always room for an X-pack or two .

Old Bachus, Napoleon of Spam turned half decent forumer
>>Winner of Most Improved AoMH Forumer '09<<
~If you can read this, thank a teacher. If it isn't in Danish, thank King Alfred.~
>>My work<<

"Once you've stooped to Cash4Gold type stuff, you no longer are a celebrity." - Mozzy
posted 10-17-08 02:27 PM EDT (US)     13 / 20  
Yeah, I suppose. Maybe 3 gangs per Xpack, and one or two Xpacks. Any ideas what the gangs should be?
posted 10-18-08 01:35 PM EDT (US)     14 / 20  
There just aren't that many gangs that are big enough. Are the Jamaican Posse even that notorious? I'd heard of all the other ones, but not them. Jamaica's such a tiny island I don't see how they'd have something like that.

Hell's Angels would be a great civ for an X-pack. There the largest Biker gang in the World so they'd be really different then the others. And since you can't have every gang maybe you could have smaller ones on approriate RMs that you could ally with like the Natives in AoE3 .

Example: Latin Kings territory. Build something equivelant to the Trading Post to ally. Unit: Cholo.

Old Bachus, Napoleon of Spam turned half decent forumer
>>Winner of Most Improved AoMH Forumer '09<<
~If you can read this, thank a teacher. If it isn't in Danish, thank King Alfred.~
>>My work<<

"Once you've stooped to Cash4Gold type stuff, you no longer are a celebrity." - Mozzy
posted 10-21-08 11:59 AM EDT (US)     15 / 20  
The Jamaican Posse are good enough. The Hell's Angels would be good because they would be very different. I definitely don't want to supremely overpower them, but making them different and equal to the others would be good.

And as for the Money sources, I can only think of four more:

1. Tobacco/Cigars: For the Cubans to specialize in
2. Highway Control: For the Hell's Angels to specialize in
3. Government Infiltration: Just an idea
4. Secret Society: Just an idea. Maybe Klu Klux Klan?

@Orowac: How are the Cubans coming along?

[This message has been edited by NotInvolved (edited 10-21-2008 @ 12:03 PM).]

posted 10-21-08 12:09 PM EDT (US)     16 / 20  
Not so well, when I do research on Cuban Crime, all I am getting is a group called "The Corporation", which seems to be a group of american-communists exiled to Cuba in the Cold War Communist Witch-Hunts.

"This is the flag of a new country, flying from the Mississippi to the Pacific. The thirteen stripes of red and white still represent the thirteen colonies, but they run in a new direction, just as we must chart a new direction for ourselves. [...] God bless you, and God bless the Allied States of America!" -President Tomarchio, first president of the ASA. The flag that he is talking about is in my avatar. This Quote is from the TV series Jericho, one of the best shows on earth.
posted 10-22-08 02:04 AM EDT (US)     17 / 20  
A suggestion for a map could be dockyard.

players would each try to control the dockyard by controlling the compound like in king-of-the-hill games. Controlling the dockyard will give a player vast amounts of coin and uncontested water control. The downside will be that as well as defending against your opponents, strikers will periodically attack you
posted 10-23-08 00:00 AM EDT (US)     18 / 20  
Unit: Cholo.
LOLOLOLOL

after you age up to Syndicate, they are auto-upgraded to Esse.
economy
Economic Units for Colombian Cartel
GATHERERS
Guajiro (farmer) - 0.5 coin/sec or 0.5 food/sec
Ganja Farmer - 0.65 food/sec or 0.3 coin/sec
Jefito - 1 Jefito = 3 guajiros or Ganja Farmers. Assigning 1 Jefito to any Economic Building or to a Refining post doubles production from that building.

BUILDINGS
Weed Grow (200W) infinite source of low level food production - no upgrades (cellar growing operations are limited by energy consumption and IR surveillance) - autogathers slowly if unattended, but production increases with vills tasked to it
Hothouse (400W) = farm or mill - 3 standard upgrades - weed
Coca Plantation (800W) = plantation - 3 standard upgrades - cocaine or wood - can be "scrapped" to produce 480 wood in a hurry if police actions or raids destroy your guajiros

TRANSPORT AND DELIVERY (TRADE ROUTE OPTIONS)
Mule-> Level I, the "travois" level, slow and fragile, low capacity
Packet Boat-> Level II, medium speed with greater capacity
Cessna-> Level III, airborne (untargetable) but limited transport capacity
Homemade Sub-> Level IV, underwater trade routes, stealthed and large capacity
To control the trade route, build a Refinery and a Distributorship at either end of the Route. Either building alone is enough to generate XP and resources, but to declare a drug monopoly on a route, you must have at least 1 of each type of building. (The building sprites are seedy warehouses or suspicious-looking light industrial chemical plants)

MILITARY UNITS
INFANTRY
Machetero - basic militia unit. Trained from Hothouse or Coca Plantation. Melee unit with low HP and a big machete.
Guerrero - ranged infantry armed with an Uzi. Trained from coca plantation.
Jefe - Like a Daimyo. Local boss. Trains units, grants HP aura. Respawns automatically from command centre.
Metrallero - rocket launcher guy or RPG guy. Basic anti-aircraft and anti-cavalry unit.
CAVALRY
Jeep - armored heavy vehicle with gunmen inside.
Chopper - Light, fast, maneuverable aircraft with mounted minigun for short-range support and harassment. Will make a forced landing outside of its range.
ARTILLERY
Sentry or Perimeter gun - fixed gun that comes not as a buildable unit, but as an UPGRADE to Coca plantations. Coca plantations look like any other clump of rainforest, but enemy units approaching them come under fire from hidden machine guns.
Flak cannon - heavy, expensive long ranged gun mounted on a jeep or stationary. Build limit 3. Basically a fixed gun.
ESPIONAGE
FARC Narc - a dirty narcotics officer. Good at assassinating police and sabotaging enemy supply chains. Generates income, decent atk, very fragile.
El Presidente - a dirty leader.

Hey I gotta go but this is fascinating and will return to see what you guys do with this.

Crunkatog on ESO
Bart331 balance suggestion: aztec: remove civ
Voltiguer: Ender, Sioux in 1.04 will be a top civ, no matter how many layers of Sioux goggles you put on
schildpad on Elephants: ...their mansabdar unit sucks so hard it looks like a black hole
Crunkatog on Steam.

[This message has been edited by As_Saffah (edited 10-23-2008 @ 00:27 AM).]

posted 11-01-08 11:55 AM EDT (US)     19 / 20  
@ As_Saffah - Wow thanks a lot for that. It will definitely be a big help when the Colombians get designed.

@ Old Bachus - How can you say " Jamaica's such a tiny island I don't see how they'd have something like that"? Sicily, Hong Kong and Manhattan are other 'tiny islands' and they all have powerful criminal organizations.
posted 11-01-08 08:03 PM EDT (US)     20 / 20  
more stuff for the Colombia cartel

Examples of maps

Barrio: Squarish map filled with low-rent buildings and a single trade route going along a river or railroad track. Each player starts with an economic building (a small one, like a Grow or a Deli). Large scale operations are limited to weapons trade, protection scams, prostitution, and drug distribution (there are no Growing or Processing areas for drugs). Wide avenues are main routes for attack, drive-bys, raids. A strong but extremely corrupt and mutable Police presence. (Mexican and Guatemalan mob)

Nightclub: Long narrow map of a major boulevard in LA or NY lined by clubs, tony restaurants, theatres, etc. Stretch limos and Lamborghinis cruise by a palm-lined median dotted with five-bill call girls. You and your opponents control clubs on opposing ends of the boulevard. Clubs are akin to Silk Road trade routes and can be converted to your use either by protection schemes, hostile takeovers, or insurance fires. Any and all industries are permitted in the spacious luxury areas on the Blvd. Open assaults are frowned upon and difficult to support given the lack of cover. (A chopper strafe of a rival nightclub is bad for business on the Ave - so don't do it.) (Cali Cartel, Triad, Mafiya, Cosa Nostra)

Las Vegas: Labyrinth of glitz, desert rendezvous, and ski resorts. (Hells Angels, Cosa Nostra)

Phuket: Indochina-style map with ultra-luxury hotels, discount markets, and a satiation for virtually every vice. (Triad, etc.)

Horn of Africa: Austere landmass, narrow strait, oil barons, pirates. High volume, high-stakes underwater trade route and many many water treasures. (Al Qaida, Mafiya, Triad)

More later - about to go eat and drink.

Crunkatog on ESO
Bart331 balance suggestion: aztec: remove civ
Voltiguer: Ender, Sioux in 1.04 will be a top civ, no matter how many layers of Sioux goggles you put on
schildpad on Elephants: ...their mansabdar unit sucks so hard it looks like a black hole
Crunkatog on Steam.

[This message has been edited by As_Saffah (edited 11-01-2008 @ 08:12 PM).]

Age of Empires III Heaven » Forums » Future Robot, Bonfire, Windstorm, and NewToy Games Forum » Gang Wars - Mafia RTS
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