Hiroshima was a relatively small city (150K people or so). Droping a bomb on it killed about half the population.
You droped 3 bombs on a capital (i.e a much bigger city), and killed 2/3 of its people.
That does not sound that for off, historically speaking...
Indeed, when you include the damage in-game nukes do to millitary in-game, they are actually over-powered, not under-powered, compared to their real world counterparts.
Except that Hiroshima/Nagasaki involved weapons of around 20kt. Those would simply count as theatre weapons by Cold War standards. Contemporary weapons typically yield about 500kt or so. And then there's MIRV, which really multiplies things up, though it's largely phased out now. (The US has no MIRVed land-based missiles any more and it seems likely that this will soon be true for SLBMs too. Happier days, phew...)
For real fireworks, there's always the Tsar Bomba at 50,000kt. Just a crowdpleaser in reality, but the nearest thing to SMAC's Planetbuster:
http://en.wikipedia.org/wiki/Tsar_bomba
So True!
Reading what you posted I came up with a few ideas in my head. A new tile improvement "Silo"" When missiles are launched from this improvement they have X% of not being intercepted. Nukes set here can not be destroyed or explode accidentally. (although the improvement itself can be destroyed, which will require you to defend it with soldiers). Silo can be built outside cultural boundaries.
If based in cities they have an inherit chance of accidentally going off,doing half the damage it would do if it were launched. This chance is increased each time the city is attacked by a Heavy attack (Tank,Modern Armor,Units that can bombard city defenses etc) the chance is increased a lot more when attacked by missile type units.
Yeah, this sounds pretty good. It does have the idea of placing silos in remote spots to avoid collateral city damage. But it is essential, in replicating Cold War logic, to have nukes capable of killing nukes - the silos themselves have to be targettable...
[...]
When used correctly they are very cheap. 2 tactical nukes costing a less than 4 infantry units can effectively wipe out stacks of any size when SDI and bunkers aren't in play, and when they are its not going to take enough more to make wiping out a 40-100+ unit stack look expensive!
As for unpredictability, as this is a turn based game where nukes can only be launched on a players turn, M.A.D simply doesn't exist, meaning against AIs you can reliably wipe out a civ in its entirity in a single turn using nukes and paratroopers in many games, or inflict enough damage to force capitulation on the next turn or at least prevent any significant counterstrike.
Some good points there. I guess by the late game, I'm either idly watching my cultural boundaries explode outwards or I'm rolling merrily over the opposition with modern armor. Either way it's just a little stroll in the park really, while waiting for the win. Nukes make a godawful mess and spoil my mood. But as regards cheapness, don't forget that ICBMs are not reusable. Changes the cost equation, and of course, no promotions. I do agree that tac nukes are pretty cost-effective though.
By unpredictability, I meant diplomatic repercussions, though I admit they are not strong in Civ4 compared with SMAC.