Missle Silos

I think that a "build-up" such as the nuke invasion force, nuke enemy forces abroad, nuke city, Nuke everything, would be the best way to show realistically the way a full-scale nuke war could start, the us an russia would not instantly nuke each other totally, i think that it was theroised that the Nato would have to rely on tactical nuke weapons very quickly after an invasion by russia, that may not escalate into full scale MAD nuke, but probably would. I think that the nuke silos in the desert idea is good, but maybe only have 8 or so weapons, i dont agree that there should be many different types of weapons, and that tactical and full scale is enough at a civ like scale, as the different types of weapons are not diverese enough.
 
Nukes are not really tactically viable except as really large artillery. That direction is definitely being explored more completely with Bush's new Tactical Nuclear Reserch program. It was explored a little in the 60s, but determined to be too inefficient compared to striking at cities and destroying industry there.

Nuclear weapons are basically very large bombs, but with much more powerful air blast potential. They are especially adept to taking down buildings so they are good for attackign cities and taking out military establishments. Also, with new missle technology they can penetrate deep in the ground and take the guesswork out of bunker attacks.
 
Most modern MIRV warheads carry individual warheads between 300-500kt yield. The Soviet Union did have a few of the giant 25 megaton warheads; however, these were intended for use only on hard targets, like the NORAD complex.

Some of the ideas in here are quite good, and have been suggested elsewhere. Some of them are also way too complex; it is not realistic to expect Firaxis to go this far modeling nuclear warfare.

Missile silos are a good idea. They could be built by workers and cost several gold per turn to maintain. The missiles themselves should cost a fair amount of maintenance also. Having missiles sit in a city is ridiculous; at least in Civ2 you could park them at air bases. The AI should be coded to go for a first strike on these if it has enough nukes. The resultant fallout damage and elimination of enemy nukes would be a considerable advantage even if no cities were hit.

I would suggest 4 types of missiles/bombs: first, an early bomb that must be dropped via a bombing mission. Nuclear attacks would be limited by bomber range and vulnerable to air defense. The bomb could be loaded onto a plane, and when the bombing mission is executed it is a nuclear one. This early bomb should be limited in the damage it does, maybe knocking out 1/2 the city pop, polluting a 1 tile radius, and damaging all nearby units, destroying some of them.

The next 2 would be very destructive and come later in the tech tree. These would be the silo based ICBM and the mobile ICBM. These warheads would knock any city down to size 2 or 1, destroying any city below size six. All units on the attacked tile and adjacent tile would be destroyed, with units 2 tiles out suffering some damage. All city improvements save 1 or 2 would be destroyed. All adjacent tiles would be polluted, with 50% of the tiles 2 out being irradiated as well. The mobile ICBM would move about on a launcher, and thus be safer from attack than the fixed silos. A Steal Plans mission would be necessary for tracking these. The downside to the mobile ICBM is that it would be less accurate, having a chance of missing its target by one or two tiles, and doing its damage elsewhere than intended. (This would not be a good weapon for those who like to park at the edge of the city radius, nuke, and attack.)

The last would be the SLBM, only used on subs, can only be launched from a sub. Accuracy error of 1 tile, does damage similar to ICBMs.

As far as interactive nuclear war, keep in mind that Civ is a turn based game, and giving the player the chance to respond through a whole new nuclear advisor screen is probably asking a bit much. I would go for the pretargeted nukes that launch automatically; however, no mid-turn switching. If you are facing 3 or 4 nuclear capable opponents you'll just have to hope you targeted lots of nukes on the right enemy. IRL rapid retargeting capability was not available before the early-mid 70s, before that changing the programs took several hours.

As far as detecting nuke silos, any recon plane or satellite is capable of detecting these silos. Expect their locations to be known. If this makes you paranoid then build the mobile units and deal with the accuracy problems. I would also allow only 1 silo to be built for each fixed ICBM, so the landscape is not cluttered up with decoys, which would be something of an exploit. I would disallow the accurate display of enemy nuclear forces on the advisor screen, maybe an approximate number could be given.

Nuke Defense: SDI is unrealistic. No one has ever put up a working SDI, big talk and pie-in-the-sky plans notwithstanding. I would suggest that later along in the tech tree some ABM systems become available to guard cities, these could be moved about like mobile SAMs. They should be very expensive so no one can ever gain complete protection from nuclear attack.

As far as effects go, nuclear war should hurt much more than it does now. Tiles should become irradiated and unworkable for 10-20 turns after the exchange. If multiple ICBM exhcanges occur then in addition to the local damage plenty of other tiles within the civ's borders should become polluted with fallout also. Nuclear war really costs, and the game should reflect this. Care should be taken to code the AI so it does not frivolously start nuclear wars, as it can now.
 
I like your summary very much, although there are some changes I would make.

1) Missle silos cost 1 or 2 gpt, no reason to bankrupt the large empires, just make it noticeable.
2) Early Fission Bombs would have the bomber built in. It would obviously be a one-time attack, and maybe the bomber, if it survives, would become a culture generating museum exhibit.
3) I think you should have the option of whether to respond in full, or just respond with partial force.
4) There should be strategic bombers that are basically units that fly at enemy border until Zero hour.
5) Boomers and Attack Submarines(Nuclear). Boomers could carry at least four SLBMs and be hard to detect.
 
I am not sure if this has been mentioned before, but here is a slightly different solution to the MAD/immediate nuclear response scenario.

1) All nukes that are launched (ICBM, mobile ICBM, submarine strike, etc) do not land [detonate] the same turn they are launched - they land on turn #2 (one turn waiting period)
2) All civs get a pop up saying that "Civilization Q has launched Nuclear weapons"
3) Only the Civ that launched the missiles know where they will land and all other Civs have to make a judgment call on launching nukes and their targets - which they could manually select on their turn
4) At the beginning of Civ Q's next turn all missiles land doing massive damage - all other civ's missiles go off at the begging of their respective turns.
5) Any nukes from bombers would detonate that turn, but would be less powerful (not sure on this one)

I think this will allow the game to keep its turn based system intact, but will allow a more realistic nuclear war scenario.

Any questions, comments or insults may be made now...
 
As far as effects go, nuclear war should hurt much more than it does now. Tiles should become irradiated and unworkable for 10-20 turns after the exchange. If multiple ICBM exhcanges occur then in addition to the local damage plenty of other tiles within the civ's borders should become polluted with fallout also. Nuclear war really costs, and the game should reflect this. Care should be taken to code the AI so it does not frivolously start nuclear wars, as it can now.
How about you workers could speed the dispersion of radiation afer the discovery of robotics? Even now people are designing, building, and using robots to holp clean up readioactive areas like the ruins of Chernoble, and the talings ponds of old uranium mines.
 
pedrobobo, using your system, I think ppl would move all their units out of cities and disperse them to safe locations. Cities would take damage but the fundamental idea of severely damaging the enemy military is lost here. I think the best we can hope for is that when a civ launches on you, you get a little popup box for each incoming that is targeting a nuke: "Sire, the #&!@$*!! Spanish have just launched a nuke at silo 34A! We MUST respond, or lose our counterforce!"

Maybe to address the question of choosing the response strength, the popup box could have 3 options:

1) Do not launch.
2) Launch threatened nuke at pretargeted location.
3) Fire all nukes pretargeted at aggressor nation.

Plus, keep in mind that if ANY pretargeted response is allowed, you can be darn sure the aggressor will be moving most of his units to safe locations BEFORE he launches, to avoid losing them. Using any system in which fixed nukes can be destroyed in their silos, I think many players would find the mobile ICBM or sub deterrent to be very attractive.

Yuri, the idea of robotic cleanup is interesting, maybe allow a special unit to be built that can clean up these tiles, where a normal worker would die from exposure. It should still take some time, though.
 
Assume that any nukes aimed at mobile targets will try to adjust to movement(since satellites and recon aircraft would see them) of mobile targes. Also, mobile ICBMs do not exist, but MRBMs do. These would be able to reach 1/3 the distance across the current map(no reason to tie it to constants). Also, assume that any attack submarines trailing boomers can remain hidden and only attack if given the Def Con order. I do like the reponse options, they are simply but comprehensive. Also, nukes in silos can only be destroyed if the nuke is still in the silo. That assumes that submarine and MRBM and bom bers would attack the silos. The bigt dogs would take out the major fixed facilities(NORAD).
 
Good point on the MRBMs. I know the Soviets deployed quite a few missiles on mobile launchers, not sure what the range on these was. Have to make a trip over to globalsecurity.org, get some info.

As far as gameplay goes, it would be useful to have these possess a good range. That brings up the pretargeting issue, though, if range is not infinite, when a mobile unit moves out of range, the pretargeting order will be cancelled. You might end up with a bunch of these units moving back and forth along the coast so they can stay in range of the other continent, if it's close enough, they will be more easily spotted then.

Range should be sufficient so that these units can target most of the cities on your continent, and possibly some cities on the other continent as well, if it is fairly close. These will be used in the later game, possibly after the player has already conquered their own continent; to make these useful, the player would have to move some via ship to the other continent, once a good beachhead for conquest on the other side has been established. I would extend the range on SLBMs as well, the range on the Tac Nuke in civ3 is somewhat less than satisfactory.

I would make a happiness penalty to encourage placing these in silos ASAP, perhaps one citizen becoming unhappy for each nuke in a city. There should also be a civilization-wide happiness penalty if you build more than a certain number of nukes, if your citizens think you are preparing for doomsday, they will become unhappy.
 
I believe for BMs the range should be variable and I will list these variables.

ICBM - Its range is 1/2 of the height or width(whichever is higher) of the map. This means it can reach any square on the map.
MRBM - Its range is 1/3 of the height or width(whichever is higher) of the map.
SLBM - Its range is 1/4 of the height or width(whichever is higher) of the map.
SDI Bombers - There range is 1/4 of the height or width(whichever is higher) of the map. These units will have a 'starting square' that is somewhere near the border of enemy airspace. SDI Bombers are built and assumed to be ready to bomb 24/7.

If ICBMs can reach a target in an area of 1(the complete earth) then MRBMs can reach a target in an area of 4/9 and SLBMs and Bombers can reach a target in an area of 1/4.

Also, if mobile targets move or move out of range you asked about it. Maybe this system would have some toggles if movement became common.

I also agree with your happiness penalty, although I assumed a lot of the 600 shields was the silo and that would be decided when the nuke was built.

This system woudl also be interesting if all of the nukes were cheaper so there were threatening arsenals.
 
That sounds pretty good. I would think SLBMs should be able to reach any city on a continent, provided the sub is patrolling offshore within a tile or two. Unfortunately that is not the case now, with default rules.

I suggested the happiness penalty to limit the amount of nukes the player and AI will build, I suspect the cost is set so high in Civ3 for the same reason. Massive arsenals are not really the point in a well balanced game, deterrent is. If you have each side with 50 or 60 nukes, and they do the kind of damage I suggested, then when they launch it will be pretty much game over, if there is another untouched civ on the map with a good sized empire. I would set some conditions on the AI for nukes because of this.

It will be more likely to launch on you if you have no nukes.

It will be more likely to launch if it's up against the ropes, and you do not have a strong ABM force.

It will be more likely to launch if the civ is not in your culture group.

It will be more likely to launch if you have used nukes anywhere previously.

I would say unless you are totally helpless (i.e with no nukes or ABM forces) the AI should never start a nuclear war with you, and if one does begin, the consequences should be very severe. A nuclear war should be regarded by all civs as something to be avoided at all costs. The way it is now you can sling nukes around, and there just aren't that many consequences long term, that could seriously affect the outcome of the game.
 
You could just mod up a new unit, a tactical nuke with a range of 360, to replace the ICBM (only use the ICBM animation) and give it a move of 1 (wheeled) and put it in a fortress with a defending unit. You could have an invisible version of it also.
 
There are some good ideas in this thread indeed. I do think that the 4th era's tech tree is rather lacking, and that nuclear-orientated developments would be one way of adding to it.

The concept of going into an Escalation Mode strikes me as a good idea, but I'm not sure it's practical or suitable for a game where each turn lasts a year (I'm strongly beginning to think that they should cut down the length of later turns to less than a year...) I agree that it might not fit well with the turn-based system, and it would prove just about impossible for PBEM games... I think that is something that, if considered, should be more of an addition than a main concept.

I do like the idea of the weapons impacting a turn after they are launched, and this would make sense were the turns not a year in length (see previous grumble). Also, this allows an extra year's use out of cities that should have been long-destroyed.

What I would propose for that is this: Whenever a player (or the AI) uses nuclear weapons, the first thing that happens on subsequent players'/AIs' turns is that they are given a warning about the attack. They are given all of the information that their current technology allows. This may be as little as "London's just been nuked! We have no idea who did it!" in the earlier stages, to "Korea has launched four Nukes at our cities of London, Hastings, York and Nottingham", perhaps with a list of launch co-ordinates and the actions taken by other players, when satellite technology has become more common. Before the usual pre-turn calculations are made (so before units are given back their movement points, and before cities contribute to construction and the economy, the player may respond by launching his own weapons. This means they may be able to evacuate some units to safety, and to deliver some nuclear weapons before they are destroyed. This could also depend on the technological level - before a certain point, players can only fire their weapons in such a crisis at predetermined co-ordinated (but they are allowed to choose which ones to fire, and which ones not to). After a certain point in the tech tree, the targets can be changed sufficiently quickly enough to allow the player to change targets at will, even during the crisis period. Nuclear Bombers would always be able to choose their own target, but of course they would have to be in range. Airlifts and rebase missions would be allowed as usual, but remember that we are still technically on the turn before, so not all units may have movement, and some airports may have already used their airlifts. After the crisis period is over, the incoming weapons deliver their blow, the turn is calculated, and the player may move whatever units survived as normal.

I do particularly like the idea of having a Nuclear Advisor (although I would make it an extension of the Military Advisor, but probably on a different screen), and the idea of setting pre-defined targets for each weapon. It might also be useful if the Military advisor could summarise known nuclear capabilities of other Civs, from whether or not they have completed the Manhattan Project (I think all Civs should have to do this), to known locations of Silos and reports of mobile launch sites. I think that the spy should be able to obtain such information, and satellites should be of use too, but I do not think that the Spy should be able to reveal every nuclear silo and mobile launcher in a single go; obviously, nuclear weapons must be kept separate from conventional weapons. This could be fun when you notice a nuclear sub just off of one of your cities, and you've no way of knowing whether or not it has a missile ready for launch or not...

Spies should be able to undertake (very risky) sabotage missions of nuclear silos and mobile launch sites - the success could range from being caught trying to detonate the device (very bad for world opinion), failing but escaping, sabotaging the device without the enemy knowing (when the try to launch it, it either detonates before launching or just doesn't move) or detonating it immediately.

One other change I would like to see is that all players should have to undertake the Manhattan Project (so make it a Small Wonder). Whilst you could argue that research of the technology should be enough, I believe this would fit in more with the way nuclear weapons have become placed throughout history.

I think that a good additional tech would be "NBC Survival" (Nuclear, Biological and Chemical - I think it may be referred to in some countries as CBR - Chemical, Biological and Radiological). Once discovered, all military units have an increased chance of survival against nuclear (or biological and chemical) weapons. The chance should still be quite slim - at Ground Zero, nothing would survive, but further away (yet still within the same tile, in game turns), units have an increased chance of survival, assuming they managed to equip themselves in time. Furthermore, this should make military buildings (Barracks, Civil Defence, perhaps along with Research Labs, Harbours and Airports, as well as airfield and fortress improvements) more resilient to nuclear attacks - not immune, but more likely to survive. For example, Barracks and Civil defence would be upgraded to make chance of destruction, say, 1 in 4, whilst the others listed could be 1 in 2 (tweak the numbers as you will). It should also allow the "NBC Shelter" to be built, which will reduce the losses suffered by a city's population.

I think that radiation from standard nuclear weapons should be made much harsher than it currently is, for example it gains the "disease" characteristic, similar to jungle but stronger - any units spending a turn (not just fortified) in a tile with radiation suffers a strong chance of being destroyed, or at least damaged. This amount would be decreased for military units, and for all units after the discovery of NBC survival. Heavily armoured units should receive less damage, and the risk should go down with time. Perhaps tiles with radiation convert to normal pollution after so many years. I think that radiation should also be made to affect sea and lake tiles - This could just revert to normal land after the radiation time expires, although I would rather see workers than can work water within city squares clean this up (I think there should be a tech, probably in the industrial era, that allows Workers to use ships to improve sea squares (within the city radius only), for example creating fisheries (extra food), offshore platforms (extra resources) or perhaps something like oyster farms (extra commerce). This would then also allow them to clean up radiation from sea squares). Long-term radiation should also completely prohibit any form of working the land effected, and the population of the city should be at risk of decreasing at a given rate due to the radiation (for example, each member of the population has a 20% chance of dying, or a 50% chance, decreasing by 5% every year, for example.) The centre square of the city should also suffer from radiation for the purposes of units (the city square is still productive, but units stationed within it experience similar effects to being in other radiation tiles (although the effect may be weaker, for example due to the use of fallout shelters.)

I do really like the idea of a robotic clean-up unit (in fact, robotic units in general that can safely pass through terrain containing radiation), and I especially like the idea of a fifth era for after a nuclear holocaust. However, the Civ franchise rarely delves into futuristic technology, generally sticking with what has been seen in real life. Therefore I doubt they would include these, even though they strike me as great ideas.

On that, I would have to say that some form of SDI defence would be a nice futuristic tech to include, in some way or another. I haven't actually experienced the CivIII version yet, so I can't really comment on it, but as far as futuristic techs go that seems to be one of the more obvious ones.

I would also like to see more use of things like satellites - with Silos and Missile Trains, the use of spy satellites in locating enemy nukes would be useful. Perhaps an additional Small Wonder, Satellite Network, would have, say, a 20% chance of spotting mobile nukes such as Missile Armour. They also have a certain chance of spotting Silos when they are placed. The Satellite Network wonder should ideally be located a fair while after the basic nuclear technology in the tech tree - this way, it's quite possible that the enemy may have already placed several silos before the Network went operational...

I think that WLTKD should not be allowed in cities that have been nuked for at least five years - in fact, I think that the first year or two, along with the year of the actual attack, should automatically be Civil Disorder. I think perhaps a good model would be that for a set period (for example, until the radiation disperses, although this would mean nothing for Enhanced Radiation weapons) all citizens that would usually be happy are only content, and citizens that are only content would be unhappy - this would make it VERY costly to keep the city out of civil disorder, and rightly so. Would-be unhappy citizens could either remain unhappy (making it very hard to keep the city in order), or could leave - they head for the countryside, defect, or kill themselves... My one concern here is that players could use the Specialist system to keep cities artificially happy. This can kind of be exploited already (when taking over enemy cities in the existing game), and would need a bit of a work-around.

Some ideas on the weapons themselves:

Modular Nuclear Weapons:
1) Warhead - Two types
2) Missile - Optional
3) Silo/transport - Ground-based silo, submarine, bomber, etc.

The idea is that a warhead may be built, and then combined, for example, with an ICBM or a Bomber, in order to be deployed.

Warheads:
1) Conventional (e.g. hydrogen)- A warhead designed to do mass damage to the area it affects (destruction of most buildings, population, units, and also forest/jungle and land improvements). Spreads radiation over a significant area for a long period of time.
2) Enhanced Radiation (e.g. neutron) - Designed to leave infrastructure intact, with radiation levels becoming bearable after days or weeks. In gameplay terms, mass damage to population and units, but no pollution and little damage to buildings and improvements. ER warheads would be further along the tech tree than Conventional warheads.

It may be worth considering adding biological weapons as a third type of warhead, with the same delivery methods.

Missiles:
1) SRBM - limited range, similar to CivIII's Tac Nuke. Can carry one warhead of any type.
2) ICBM - unlimited range. Can carry to six (for example) warheads of various types. Note that whilst the ICBM has an unlimited range, each warhead must be targeted at a tile within, for example, 6 squares of the ICBM's target. The ICBM itself is harmless, so would most likely be aimed at dead ground in the middle of a group of cities.
3) None - delivered by other means, such as Bombers or Spies.

Silos/transports:
1) Silo placed within building nation's territory, for ICBMs or SRBMs. Cost money to build and maintain, but dummies may be placed. Would be allowed in any square, regardless of improvements, but probably not cities. (Maybe not colonies, either). May contain multiple missiles (for example, up to four)
2) Missile Train - can be moved around the nation's territory each turn (but only on tracks, of course). Easier to locate (for example by satellite), but mobility offers protection. Suitable only for SRBMs. This idea could be accompanied or replaced by a mobile unit that travels on roads.
3) Bomber - existing Bombers (probably only Stealth Bombers, not original Bombers) can be given a warhead adapted for use as a bomb. This allows you to use the warhead with an existing unit, lowering the cost, and also makes it possible to launch without having the tech or resources for missiles (Just had a game with a technologically-advanced civ unable to nuke me for lack of aluminium! That said, there was no oil on the map either, so they couldn't have used a bomber either...) This would have the same range limits as that atype of aircraft normally has. However, when such a Bomber is set on Nuclear patrol, it becomes unable to perform conventional missions until the Nuclear orders are cancelled.
4) Submarines - you guys seem to know more about this than I do, so I'll leave it to you!
5) Satellite missile platforms - these would be very expensive, as you would need to build the warhead, the missile, and the launch platform. Depending on the level of technology when the platform is built, the missiles would either have pre-set targets, or could be changed quickly by the player by remote. The advantage of these is that they cannot be detected by enemy spy satellites, and that they cannot be sabotaged (although for the later, remote-control versions, it might just be possible for spies to gain the access codes...)
6) Spies - some people liked this in CivII, others didn't. Let's think of it as an option for now, which can easily be removed.

The idea of nuclear accidents happening sounds good to me, but I think the idea of 5% for each unit is a little extreme. How about a method like the existing Fission Plants - if Civil disorder occurs in a city where a nuclear warhead (not just missile or silo), nuclear (powered) sub, nuclear plant or nuclear-based spaceship component is being built or is stationed, there is a set chance that an accident will occur (for each such item in the city). This could also be extended to nuclear units or nuclear-powered subs within the city's radius. Also, if the civ's economy runs into debt, there is a certain chance that each warhead and nuclear sub could have an accident, wherever it is on the map. I also agree with the idea that nukes should be captured by units taking a city, but if they do not have the required basic tech there may be a chance the nuke will detonate.

Apologies for the length!
 
Well, I did some checking on IRBM ranges. Seems most of the Soviet IRBMs had a range of around 3000 miles, give or take, I'm referring to the SS-20 as the reference here.

However, there was one true mobile ICBM produced, interestingly, by the US, though it never went into production. This was the Midgetman missile. It was mounted on a low slung transport and hauled by a heavy tractor-like rig. It had a range of nearly 7000 miles. 2 test shots were done, as far as I can tell, one successful, from Vandenberg AFB out to a pacific atoll. So, there is a real-world mobile ICBM to take as the baseline for such a unit in Civ4. It should be able to reach at least part of the other continent on a 2-continent map. The CEP, or circular-error-probable should definitely apply here though. I was thinking about this, and if the damage we all want is implemented, I would say that if the computer rolls a miss for one of these, it should hit 2 tiles away from the city every time. The reason is that even a 2-tile miss would ruin nearly half the city tiles, and damage the units in the city as well, and if there is another city nearby, this city's tiles will be severely impacted as well. A one tile miss would be nearly as bad as a direct hit, only the destruction of city improvements would be averted.

I definitely agree with the city being in civil disorder after a nuke hit, having it go to WLTK day would be ridiculous.

As far as the AI launching first strikes against the player, I would say the initial attack by the AI should be merely tactical in nature, against military units threatening a city in time of war. It could perhaps contact the player and warn that it would go nuclear if the player did not cease aggressive action. This could be a bluff, or not. The player would have to make a decision on whether or not to proceed based on enemy nuclear strength, ABM capabilty, etc. Once the AI did go nuclear, the player would have to make further desicions about whether to launch a nuclear counterstrike, and the possible consequences. I would still rule out any massive first strike by the AI against cities, with the damage suggested, this would probably end the game for the player and the enemy civ.

As far as warnings go, keep in mind there was a DEW warning system in place by the time ICBMs were up and running, so I would say that DEW radar tech comes with the discovery of ICBMs. If you have not gotten this far you get no warning, period. If the player decides to nuke a primitive civ I would say there should be severe diplomatic and trade repercussions, as there are now, with other civs distancing themselves, and possibly forming alliances against you. On the flip side, if you get nuked, and you haven't nuked anyone previously, then some civs should feel sympathy for you, perhaps offering to join an alliance or gift gold for relief purposes. Also, the concept of a rogue state is interesting, possibly a small civ that has been gifted a nuke who really hates you might launch a single attack on a city. This could be turned to great advantage by the player who has been diplomatically astute, allowing the possibility of invasion by alliance, no war repercussions through razing of cities, etc.
 
Some sweet ideas...

For the early warning system, I was thinking along similar lines - there would be no warnings at least during the earlier phases during which nukes are available. I also don't think warning should be given if nuclear weapons are being used as bombs from Stealth Bombers (unless you include a future tech that negates or partially negates stealth technology). This means that a cunning player could make several nuclear attacks with bombers within the same turn, without prior warning, but of course this is within the range restrictions of the bombers.

I'm not so sure about the idea of civs actively allying against powers who have shown nuclear capability - this would be practical suicide, unless you were sure the civ could not repeat the act... However, the idea of giving trade aid (including money) seems like a far more realistic response.

I would also argue that allies do not change side - they may suffer a negative impression, but less so than neutral or enemy forces. In fact, for the reasons above, I think the enemy civs should act more positively towards the nuclear party, if only through fear.

I definitely believe that a civ using nukes on a civ that attacked them should be penalised far less, and also using nukes and then ending the war within, say, three turns should reduce the effect (the "the nuke saved as many lives by stopping the war early" theory). Perhaps this could work on a sliding scale, depending how soon afterwards peace was made.

Finally, I also believe that the first player to use nukes should suffer little penalty, if any. I'm not American, and I don't like them any more than I like anybody else. Hell, I'm sitting in Japan right now... But I just feel that the first (actually, historically the first and second) use of nuclear weapons is under different circumstances than if they would have been used 20-30 years later during the cold war. When the US displayed their nuclear power to bring a quick end to the Second World War, there was no fear of retaliation and MAD. Thus, the potential for a negative impression was greatly decreased. This could either be reflected in the game by saying that the first nukes used (maybe the first year in which nukes are used) does not count for negative attitude, or counts to a lesser extent. Alternatively, you could argue that a civ may use nukes with less than the usual negative effects as long as they are the only civ who has nuclear capability at that time.

Please don't get the wrong idea; this isn't supposed to be the start of a "they were right to drop the bomb" topic, merely my interpretation of why the political effects of the first uses of nuclear weapons is different to the way people would have responded in the following decades. I admit that there are also other factors involved (like the fact that Japan was pretty much the last of the losing side to fall, and everybody else was beaten or fighting against them) - I believe that other posts in this thread have addressed circtumstances similar to those.
 
Becasue time-scale is generally screwed up, here is how nuclear war would work.

1) During a turn all you do related to nukes is prepare for launch/bombing/submarines.
2) If someone else is prepping, your satellites might pick up thermographic variation from missles. Your attack submarines trailing boomers might notice them coming close to the shore. Air defence may notice more bombers than usual flying around. You might also get reports from your spies about strange military action.
3) If you suspect an attack, you can also engage in these activities if you are attacking. You can have attack subs try to take out boomers. Of course this may cause a premature launch or nuclear exchange if none were to happen. You can escalate bombers. You can prepare your own missles.
4) At any point before the next turn you or the other guy can talk about this issue and prevent a nuclear exchange.
5) The next turn any actions that were set in motion go in motion. The only action that occurs the turn before is submarine attacks, though usually those will result in attempted launch(pray your subs take them out first). The order of motions is...Boomer Launch, Bomber Land, Mobile Launch, Boomer Land, Mobile Land, Silo Launch, Silo Land.

Some notes on Launch Systems:
Silos are designed to survive everything but a direct hit by a nuclear warhead. Even missing by a few hundred meters would save the silo until launch time. Mobile launchers though are much more vulnerable. Bombers can be shot down, but have the best chance of taking out the more dangerous mobile launchers.

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I do like the idea of designer missles, but that just won't jive because the UW never jived. However, I will try to meet half-way on this.

Missles: All missle systems have both mobile and silo versions. Silos have their obvious benefits as do mobile systems.
  • SRBM(Short Range Ballistic Missle) - Range is 1/4 the circumference of the current map - MIRV version has 2 warheads. - These are the first missles that can be built. Even in the age of ICBMs and Submarines these are still useful as cheap solutions as nuclear deterrents.
  • IRBM(Intermediate Range Ballistic Missle) - Range is 1/3 the circumference of the current map - MIRV version has 4 warheads. - These missles are more affordable then the outlandish ICBMs. For most purposes these warheads will do just fine.
  • ICBM(Inter-Continental Ballistic Missle) - Range is 1/2 the circumference of the current map(any spot is reachable) - MIRV version has 8 warheads. - These extravagent missles are more of a statement of power than of strategic use. For the price IRBMs will do the job much better, but sometimes the range is a constraint too.
  • SLBM(Submarine Launched Ballistic Missle) - These missles are roughly the submarine launched equivalent of either SRBM or IRBMs, whichever is avaliable at the time. Submarines have the obvious advantage of stealth and proximity. These are also avaliable long before IRBMs and especially ICBMs. Naval units can also use appropriate versions of these missles, although radiation scans will reveal them to be on ships and those ships will be pretty ******.
  • MIRV vs. Single-Warheads - MIRVs make a lot more sense strategically, but are considered overkill by the international community. The major aims of SALT and SALT2 were the reduction and eventual elimination of all missles using MIRV. So MIRV would indicate an aggressive stance while single warheads would indicate a defensive one. There could even be agreements which would make everyone relax with you a little more.

Bombers:

Since the mid-'50s the US has had bombers ready to drop atomic death all over the USSR. It would not require stealth, although stealth would allow for much more effective bombing. Nuclear Bombers could either be refitted(upgraded) regular bombers, or specifically built bombers. These bombers would have an operating square within a certain radius of appropriate facilities(lets say 20 squares). This square determines where your bombers are constantly patrolling and what targets they can hit. I assume in Civ 4 aircraft ranges will be readjusted.

Submarines:

There would be nuclear attack and nuclear missle submarines. Attack submarines could be ordered to trail boomers and try to avoid detection. Because direct attacks or reaction could cause a nuclear war, it is unlikely there will be anything but attempts to lose the other. Missle submarines are not always doomed whenever they are attacked, but it is likely so their best defence is stealth. Once a missle sub is spotted it is unlikely it can lose a pursuer until it gets some support from other attack subs.

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I do like the idea of nuclear survival techs and missle targetting error. Missle accuracy would be the major reason to mostly use silos rather than mobile.
 
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