For some reason I haven't used a nuke in Civ5 for ages ... Might be that I never ever get any strategics
Just use a few Graviton Missiles. They drop fallout on the target hex.
My original plan for the Gravy weapons (and yes, plural, there were originally going to be others, based on the SMAC terraforming missiles) was to have them be sort of stalemate-breaking weapons:
> Any units in the target hex or in adjacent hexes would take damage,
including those inside cities. This part works, but currently it'll only trigger if you target a unit, not a city. I'm working on that.
> If it impacted on a unit in the field, then the target square would be devastated (terrain type set to Tundra, improvements destroyed). I changed that later on to just add fallout to the hex, although I should also have it pillage the improvement.
> If it impacts on a city, then the city would have a chance of having its Walls or Castle destroyed. (Arsenals and Military Bases also, possibly. The future-era ones should never be destroyed.) The idea was that these could be used to weaken a fortress city in preparation for your other units. But right now, I can't trap a city impact, although someone pointed out a possible way to fix that.
And it's not like the Deity AI ever liked you in the first place,
That's one of the things I dislike by going that high. King or Immortal is bad enough with the everyone-on-you dogpile, but on Deity it's just ridiculous. So my goal has been, through these changes, to make the game balanced enough that you can get a good game experience on King-ish difficulties. Unfortunately, I'm still seeing runaway players, where it's not too long before the player is sweeping every Wonder, and then it's only a matter of time. I've traced this back to a few factors:
1> The space race. The player almost always wins it, because the AIs simply aren't trying; this gives him a free tech, a free policy, and a long golden age. It looks like I'm going to have to decouple the spaceship from the victory types to force the AI to not pick this, although there's one more thing I can try with the economic AI tables.
2> The probabilistic approach the AI uses for construction is really hurting him. I need to make certain "core" buildings have much higher Flavor ratings, similar to how the Factory is a 100. This is especially pronounced on the growth-related structures.
3> There needs to be money sinks in the games at at least two points: the late Nuclear/early Digital, and mid-Fusion. I've been trying to accomplish this through increased building costs, but ideally, these would be new Route types, similar to how the advent of Railroads in the Industrial suddenly drops your income from +60ish to almost zero. So if I were to add Superhighways (or Rolling Roads if you want to follow the lore) in the first case and Magtubes in the second, and have them cost, say, 3 and 5gpt per hex... that'd pretty much kill your profit margins. Obviously they'd have to have some benefit, besides just greater movement; I'd want the highways to increase the trade route income and the magtubes to add even more production (probably back to the original +50% that railroads used to give).
Actually, what'd be even better is to bump railroads to 3gpt, add something between roads and railroads at 2gpt, and go 4 and 5 for the new ones. This'd make the Trade Unions policy (-33% route maintenance costs) far more valuable...
Right now there are route movement increases at Machinery and Monopole Magnets, but those can simply be replaced with new route types and smaller increases to the old types. I'm just not sure how well the engine can handle this sort of thing; if I've got a rail link and start replacing it with magtubes, can I make sure it doesn't drop the rail production boost while it's still half-and-half?
4> Tech costs need to scale up a bit more steeply, especially in the early Digital Era where you're suddenly growing more quickly through the combination of Recycling Centers, Medical Labs, Children's Creches, and certain +food Policies. Right now, you gain techs faster than you can build the buildings at each tech, and that sort of timing heavily favors the human.
I'm also re-assessing the Rationalism tree; the research bonuses it gives start to make a huge difference, and while Piety is far better for Happiness and Culture, there are certain stages where Happiness just isn't an issue. I may have to drop a few of its percentages, just like I dropped the research yields of the University and such. So instead of "+15% when happy", it'd be +10%. That sort of thing.
5> At certain stages, military attacks become too easy. In the early game, when you've got swords and horsemen, seizing a city is HARD. Even when it's riflemen and cannons, it's hard, because the city strengths scale up quickly. At the start of the game, the Palace gives every unit the Home Field Advantage promotion: +10% when in friendly territory, and another +10% when ATTACKING in friendly territory. This has made a big difference... until the mid-Industrial, when suddenly it's Artillery, Infantry, Tanks, and then Bombers. City strengths mostly stop increasing, but unit power goes through the roof.
Likewise, in the Digital Era, the Citizens' Defense Force gives +10% when in friendly territory, and +1 healing in friendly territory, and that's helped quite a bit. But I need more of these, specifically at two points where the balance shifts heavily in favor of offense: the early Industrial, and the mid-Fusion. So imagine a new National Wonder in the late Renaissance that, when built, gives all of your units +10% when in friendly territory, and, say, an additional +10% vs. ranged attacks. Or maybe just a flat +10% on all defense. (I've already repurposed the Neural Amplifier for the later era, so I only really need the one.) That sort of thing is not enough to make the game completely defensive, but enough to slow the blitzkrieg attacks a bit.
I'd also like, somehow, to boost city attack ranges by 1 through that national wonder. But that's impossible for now.