I've just tested out the Doomsday Missile as it currently is within the FFP & B5 Mods. At present it works exactly the same as the Nuclear Missile in a standard game of Civ. I've added a unit into the B5 mod that can clear the Radiation Clouds left after the 'Nuke' strike so I have no issue with the after effects of using this weapon against targets. What I would like to do is add a Genetic version of this weapon.
What it would do is the same as a standard missile in everything but the effect it has on the Star System. For now I'll call them Genetic Missiles (BioGenic Weapons has already been used in Star Trek) for the sake of simplicity.
Genetic_Missile_I would remove 1 population point each turn over the course of 3 turns.
Genetic_Missile_II would remove 2 population point each turn over the course of 5 turns.
Genetic_Missile_III would remove 3 population point each turn over the course of 6 turns.
That would be what I would ideally like to see. However if the game mechanics don't allow for the population to be reduced by this much each turn then I would settle for the next option.
Genetic_Missile_I would remove 3 population points on the turn it hits.
Genetic_Missile_II would remove 5 population points on the turn it hits.
Genetic_Missile_III would remove 7 population points on the turn it hits.
Use of these weapons would have the same negative diplomatic effect that using Nukes would have in a standard game of Civ.
So, is it possible to add a variation of the existing missile in either form that I've mentioned?
What it would do is the same as a standard missile in everything but the effect it has on the Star System. For now I'll call them Genetic Missiles (BioGenic Weapons has already been used in Star Trek) for the sake of simplicity.
Genetic_Missile_I would remove 1 population point each turn over the course of 3 turns.
Genetic_Missile_II would remove 2 population point each turn over the course of 5 turns.
Genetic_Missile_III would remove 3 population point each turn over the course of 6 turns.
That would be what I would ideally like to see. However if the game mechanics don't allow for the population to be reduced by this much each turn then I would settle for the next option.
Genetic_Missile_I would remove 3 population points on the turn it hits.
Genetic_Missile_II would remove 5 population points on the turn it hits.
Genetic_Missile_III would remove 7 population points on the turn it hits.
Use of these weapons would have the same negative diplomatic effect that using Nukes would have in a standard game of Civ.
So, is it possible to add a variation of the existing missile in either form that I've mentioned?