LukaSlovenia29
Emperor
- Joined
- Mar 13, 2016
- Messages
- 1,500
Haha, Chicorbeef, must say your post put a smile on my face
And it makes a whole lot of sense.I support the permanent uranium idea. You have to use them wisely, after you detonate a few....you're done!
You cannot propose to not use nukes if no one has knowledge that nukes exist...Maybe just make a World Congress propose(that prevents nukes) avalaible much earlier?
You cannot propose to not use nukes if no one has knowledge that nukes exist...
If possible, a special session could be called as soon as one builds the first Manhattan Project where they can vote on whether or not to allow their use.
(revived an ancient account just to type this)Might actually be my favorite idea I've seen thus far...
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The cap is supposed to be uranium though.Maybe one option (in addition to other changes) could be to have a cap for them, just like for archeologists and siege towers?
Some brainstorming ideas, aimed towards presenting a trade-off for each use of a nuclear weapon (mostly geared towards your influence to wage war):
- each time you use a nuke, your military cap permanently decreases by a certain number;
- each time you use a nuke, all your cities lose 1 pop (to represent people leaving the cities out of fear of nuclear strikes as retaliation etc.);
- each time you use a nuke, you gain a permanent (un)happiness penalty of a certain number (more likely you'll start losing cities due to unhappiness);
- each time you use a nuke, the warmonger fervor number (the combat bonus others have against you) AND its cap are permanently increased by a certain number,
- each time you use a nuke, your war weariness increases by a certain number;
- each time you use a nuke, you get a permanent malus against your empire's culture, science and/or gold,..., income (to represent your scientists, artists,..., objections towards the use of nukes).
These would be harsher for the stronger&later nuclear bomb. Some of these ideas could change from "use" to "build".
Alternatively, like others have said, we could make the nukes non-purchasable with faith/gold, weaker militarily, more expensive to maintain, permanently tying up uranium, eating up your military cap not by one, but by a higher number etc.
EDIT: The above mentioned maluses could be made to not apply if your warscore at the time is -25 (or some other number) or worse.
EDIT: Perhaps certain maluses could apply when you build Manhattan Project.
Nowadays we can't nuke Tokyo. Look up photos of Tokyo after we firebombed it in WW2 and compare to Hiroshima or Nagasaki. They look almost identical. More people probably had the chance to flee the firebombing, but the results were hardly different.I'm not convinced you should have penalty like that against nuke.
Do you really think that nuke are that much hated by the public? Sure, people are against, but so are chimical weapons (and razing cities, by the way).
Do you really think the opinion makes a difference between "we've nuked New York" and "we've conquered New York and razed it".
However, what is true, is that nuking Tokio (as it was considered at some point) would probably have had bad repercussions for the USA. Contrary to nuking Hiroshima and Nagazaki, which had very few negative consequences for the USA.
So, if any malus should be given to using a nuke, it should depend on the target.
I like Gazebo's solution more, that the defender also has to have a nuke to retaliate.However, I do have an idea for how to introduce the "mutually assured destruction" concept into the game. @Gazebo , would be it possible to code, perhaps using the events code, so that each time you use a nuke, an event happens in one of your cities (randomly selected) with effects more or less equivalent to it being nuked, without actually needing the AI to nuke it in retaliation? That way, you'd have to consider the trade-off whether it's worth to nuke your enemy if one of your cities will automatically be nuked (the next turn).