Civilization Wiki
Advertisement


Behavioral Mod Center is a building in Call to Power II.

Gameplay[]

A futuristic solution to an ever-mounting Crime problem, the Behavioral Modification Facility does not seek to merely house society's criminals. By rehabilitating criminals through the use of neural reprogramming, it eliminates recidivism and thereby substantially reduces Crime.

Great Library entry[]

One of the most troubling aspects of the modern criminal justice system was its inability to properly rehabilitate criminals into productive members of society. Once prosecuted, criminals would enter correctional facilities, serve their time and return to the streets with little "correction" at all. Most of them would become recidivists, or habitual criminals, and spend the better part of the lives in and out of the prison system.

When neural reprogramming systems found wide use in medicine in the late 21st and early 22nd centuries, law enforcement organizations urged correctional facilities to develop a system of rehabilitation that uses brain cell replacement as a means of eliminating recidivism. The Behavioral Modification Facility sought employed neural reprogramming to great effect and dramatically reduced crime and repeat criminal activity.

Call to Power II Buildings
Academy Airport Anti-Ballistic Missiles Aqua-Filter Aqueduct Arcologies Arena Ballista Towers Bank Basilica Battlements Bazaar Behavioral Mod Center Body Exchange Brokerage Capitol City Wall Computer Center Cornucopic Vats Correctional Facility Courthouse Drug Store E-Bank Eco-Transit Factory Flak Towers Food Silo Forcefield Fusion Plant Gaia Controller Core Gaia Power Satellite Granary Hospital Incubation Center Matter Decompiler Micro Defense Mill Movie Palace Nanite Factory Nuclear Plant Oil Refinery Orbital Laboratory Public Transportation Publishing House Recycling Plant Robotic Plant Security Monitor Shrine Television Theater University VR Amusement Park
Advertisement