Intercontinental Nuke

Zanteogo

King
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Nov 13, 2015
Messages
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Currently I hardly ever use or build the nuclear missile. It has so many things working against it that I hardly ever see them used at all. They need an adjustment to make them worth while.

First issue is the cost to build and how late you unlock them. Though both are separate things, but they both cause the same problem. By the time I unlock them, and actually build them, the game is usually 1 or 2 turns from ending anyways. Though often the game will actually end before the first one is built.

The second issue is their resource requirement. 2 uranium is stupid high. It's a resource that is used by several things at the same time. It really should be lowered to 1 as most of the time even if your empire is super wide your lucky to find 2 or 3 deposits.

The last is it's effect. It's super long range is cool.. but regular nukes have a good range and can be moved on carriers. It's damage to cities and units though slightly better than a normal nuke, is not THAT much better.

I think if we changed the resource cost to 1 and changed their production cost by -10% they would actually be used.
 
OP suggestions are easily attainable via modmod, literally probably one line of SQL. On thematic/realism front (which I enjoy more than most), I might agree these should be more available to stockpile, though generally the usage of nuclear missiles irl is quite rare, and the game seems to get this roughly right imo. Perhaps just making them more ubiquitously available is not the right approach on its own.

I think maybe the mechanism via which the nuke missile works in-game is not well suited to expanding its availability. There is too much advantage to the attacker, and too little of the mutually-assured destruction aspects I'd hope for. If a nuclear missile launch and detonation could be delayed by x turns (at least 1) to offer the defender a chance to respond before being annihilated, I could really get behind the idea of having more nuclear missiles available in-game
 
OP suggestions are easily attainable via modmod, literally probably one line of SQL. On thematic/realism front (which I enjoy more than most), I might agree these should be more available to stockpile, though generally the usage of nuclear missiles irl is quite rare, and the game seems to get this roughly right imo. Perhaps just making them more ubiquitously available is not the right approach on its own.

I think maybe the mechanism via which the nuke missile works in-game is not well suited to expanding its availability. There is too much advantage to the attacker, and too little of the mutually-assured destruction aspects I'd hope for. If a nuclear missile launch and detonation could be delayed by x turns (at least 1) to offer the defender a chance to respond before being annihilated, I could really get behind the idea of having more nuclear missiles available in-game

I don't know if it's this way already, but nukes should be immune to other nukes to allow this.
 
I'll chime in that Nuclear Missiles should get immunity. Right now first strike wins the nuclear war.

Also I know that it's possible through modmod, but I think it would benefit VP as well.
 
This works as long as the AI knows not to store their nukes on a border city. Otherwise, an immune nuke just becomes an additional nuke to the aggressor.
 
This works as long as the AI knows not to store their nukes on a border city. Otherwise, an immune nuke just becomes an additional nuke to the aggressor.

Are you implying that like the aggressor could capture it? I'd think that nukes would just be destroyed on city capture (most military units are).
 
I think only nuclear missiles should be immune to other nuclear attacks while nuclear bombs should remain vulnerable to them.

I'm pretty sure it already works this way?
 
Are you implying that like the aggressor could capture it? I'd think that nukes would just be destroyed on city capture (most military units are).
Fair enough. However, in this situation there's not much difference between immune nukes and not-immune nukes. AI still has to understand not to put them in border cities.
 
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I'm pretty sure it already works this way?

Welp, Recursive is right (of course). Nuclear Missiles have the "Shielded Silo" promotion which gives `NukeImmune`.

My bad, the last time I was on a real civ grind was back in 2018, when the last I heard on the discussion was this. I don't think it was always this way? But my memory is hazy.

In any case, good to hear that it works in the way I thought it didn't but should, lol.
 
OP suggestions are easily attainable via modmod, literally probably one line of SQL. On thematic/realism front (which I enjoy more than most), I might agree these should be more available to stockpile, though generally the usage of nuclear missiles irl is quite rare, and the game seems to get this roughly right imo. Perhaps just making them more ubiquitously available is not the right approach on its own.

I think maybe the mechanism via which the nuke missile works in-game is not well suited to expanding its availability. There is too much advantage to the attacker, and too little of the mutually-assured destruction aspects I'd hope for. If a nuclear missile launch and detonation could be delayed by x turns (at least 1) to offer the defender a chance to respond before being annihilated, I could really get behind the idea of having more nuclear missiles available in-game
Would have been really interesting to see MAD implementation in the game. Paired with greatly increased range.
 
I think you should be able to expend GE to rush them late game, or make it an addition to Autocracy.

I can tell you this: Kim Dynasty's DPRK for VP will have faith buying Nukes as part of the UA :nuke::clap:
 
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