Sid Meier's Civilization VI

Sid Meier's Civilization VI

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False Flag Black Ops
   
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29.564 MB
30 May, 2020 @ 3:26pm
27 Jun, 2020 @ 3:09am
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False Flag Black Ops

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.
72 Comments
wayyanzhi 26 Dec, 2024 @ 4:22pm 
This mod is not compatible with the Harvest All Resources mod. When used together, the mission button will not pop up on Black Ops
SGT-Jacktomm 30 Oct, 2024 @ 6:15pm 
Hey your mod is best for realism, we love it, would be dope if the Black Ops units can para-shoot if linked with an aircraft carrier
Tash 20 Aug, 2024 @ 6:32pm 
Has this mode been fixed?
Justin 30 Jun, 2024 @ 10:50pm 
probably needs an update but thanks for uploading
GImmick 19 Feb, 2024 @ 9:18pm 
are there any other mods that can cause ai civs to go to war?
GImmick 12 Feb, 2024 @ 12:37am 
This mod stopped working all of a sudden. Really sad because this has been my favorite mod for Civ VI ever.
JovialCaesar 20 Jul, 2022 @ 2:22am 
Hi Mate, this mod is brilliant and has completely changed the game for me. Love playing it with Modern Earth 2020 to create real modern geo-sim gameplay.

I had a few ideas I would love to see you add to this mod. Any interest in hearing them? Would love to see this unit expand as it has great potential.
DeadWeatherDrums 23 May, 2022 @ 3:04am 
You gotta fix this mod, man, it's a brilliant idea. If you can get it to function properly, so many people would use it.
LongNeks :) 27 Apr, 2022 @ 5:26am 
This mod works for me only in the sense that I can produce the units. But from there none of the units is able to perform any of their special functions. The BlackOps unit for example I never get any special UI option to carry out false flag or bio weapon actions when inside an opponent's territory! How do you guys get this mod working? It never worked for me once in the 300 hours I put into this game!
Drache Winkler 19 Mar, 2022 @ 8:32am 
My Black Ops have no Attack Animation, anyone else experiencing this bug?