Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Persuade Defectors Project
   
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350.551 KB
28 Jan, 2021 @ 1:04pm
4 Mar, 2021 @ 2:35pm
4 Change Notes ( view )
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Persuade Defectors Project

In 1 collection by Sailor Cat
Sailor Cat Collection
69 items
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 Core\Sailor_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.