Forty-Two
Warlord
Wait till Mont gets a hold of this.
If you have that much money I am sure you could have dinished the game by then at an earlier date too...i think the biggest problem with ICMB's is rush buying a conquest, you can rush-buy stuff instantly rather than the next turn system they ahd in civ 4, and you can do it repeadtedly, so if i had the money i could buy and launch enough ICBM's in just one turn to destroy every city in the game.
If you have that much money I am sure you could have dinished the game by then at an earlier date too...
Wait till Mont gets a hold of this.
It requires and CONSUMES 1 uranium. I don't think I'll be using too many nukes!
Why? There is probably a game-balance reason for not to include something so powerful (if it is truly gone). Modding something like this in without taking something out of equal value would be introducing a cheat.
Be careful with what you're saying ... by obvious reasons, nukes can't be considered regular units in terms of combat In fact the AI in civ IV actually had specific code just for nuke usage ( to be precise, it had one for ICBM and other for tac nukes, and the ICBM one is pretty bad ... let's just say that in civ IV AI ICBM never target anything besides cities ). If it hadn't that code , it would not use nukes simply because they are not combat units.I disagree....
Modding something in when the AI doesn't know how to use it might be unbalancing, but not a 'cheat'. But there's no reason the AI wouldn't necessarily know how to use an ICBM. The Civ IV AI was able to properly use new units modded in.... It just looks at the strengths, etc. It already knows it's a nuke, so it'll factor in whatever issues come with that. The human player(s) already know what the ICBM is for, and how it should be used.
Now, it's probably a good idea to bring a counter-measure in (an ABM unit or an SDI satellite or something,) lest the game become nothing more than a global thermonuclear war festival at the end....
But none of that is the same as cheating. Cheating would be, say, letting the human player ONLY have access to ICBMs.
No, because there seems to be no (or very small indirect) diplomatic penalties for using nukes. So they're going to be more common.
I'd like to ask about this conclusion. Where's this information coming from? I hope this isn't accurate. I would hope at least that some civilized leader heads would object to the use of nuclear weapons.
In this video, the player got 2 uraniums (resource points or w/e) after his nuclear missile exploded.
So that leads me to figure using a nuke doesn't "consume" any resource pints.
I might be mistaken, but don't strategic resources come in variable sizes now? Like I've seen some screen-shots where a player has over 10 horse units, I'm guessing it will be the same with uranium. That said, I'm glad that units like nukes will be more limited in number-makes them much more valuable!
Aussie.
He also points out that he's not going to be winning diplo after that nuke, so I guess the AI doesn't look too kindly towards nukes after all. Who would have thought
I suspect the "not going to be winning diplo" line is because of the attitudes of city states to use of nuclear weapons, rather than that of other Civs who would not have voted for you anyway!