Nuclear Superpower Mod

jeffrockson

Chieftain
Joined
Feb 8, 2010
Messages
40
Location
USA
Hey, everyone, I've been thinking about this mod for a while, but haven't made significant progress. I don't have the Lua knowledge, and now that I have a newborn, I don't have the time to learn it or keep developing this. The concept is fully developed; there's just no code to back it up. This was written before any of the expansions, so some things are (1) now possible or much easier, like flying units and (2) can and should be integrated with new systems like espionage.

Here's the complete concept and the implementation direction. I don't encourage debate, I encourage development so that we can all enjoy it! So, I give it to the community to develop. :^) Enjoy! ~JeffRockson


Nuclear Superpower Mod

Summary:
This mod adds a new condition for passive military victory in contrast to the direct-conflict domination victory in the original version of the game. The purpose is to create diplomatic stand-offs due to nuclear deterrence and mutually assured destruction. Once a leader has become a nuclear power, he or she will feel diplomatic tensions with other nuclear powers. The leader can attempt to gain superpower status by having the largest arsenal and completing the nuclear triad of ground-, air-, and sea-based nuclear weapons. Nuclear non-proliferation may be proposed to slow, halt, or reverse the positive feedback loop of rapid nuclear arsenal expansion if no nuclear powers are confident in their ability to build up a large enough arsenal or their leaders wish to pursue other victory criteria. In the worst case scenario, a nuclear exchange may result in nuclear winter--a defeat for all civilizations.

New features:
1. Nuclear Superpower victory condition
This new victory condition is achieved when a state that possesses nuclear weapons has attained such a vast and diverse arsenal that the leader becomes unassailable by assuring complete destruction of opponents without suffering complete destruction itself. This is achieved by a large differential in arsenal size from all other opponents and a diverse set of weapon-deployment options to guarantee the ability to retaliate with substantial power.

1.a. Leader must have declared to the world its Nuclear Deterrence Strategy.
A leader declares its nuclear power when she has amassed a sufficient number of nuclear weapons to consider herself powerful in a nuclear exchange. When the leader amasses three nuclear weapons, the announcement is made automatically. (An emerging nuclear power cannot expect its progress to be secret beyond an initial capability.)
precondition: Leader possesses no nuclear weapons and is listed as a Non-Nuclear State or a Rogue Non-Nuclear State.
1.a.i. Leader must possess three units of either type, Atomic Bomb or Nuclear Missile at the beginning of her turn.
1.a.ii. Leader is listed as a Nuclear State or a Rogue Nuclear State.
1.a.iii. All leaders receive a message about the leader’s new status: “[Capital name] has begun building up a nuclear arsenal and boasts a nuclear deterrence strategy.”

By announcing its Nuclear Deterrence Strategy, the leader effectively boasts that any nuclear attack will be met in kind, ensuring excessive costs for both teams involved in a nuclear exchange to make the costs outweigh the benefits of executing a first strike. For deterrence to be successful, the leader must pursue a robust Nuclear Arsenal by completing the Nuclear Triad.

1.b. Leader must possess a complete Nuclear Triad—20% of the leaders total Nuclear Arsenal size in each of ground-, air, and sea-based nuclear weapons—to maintain a second-strike capability. With a second-strike capability, the Nuclear Deterrence Strategy is realized. The leader becomes a nuclear power when the first nuclear weapon is deployed on all three sectors of the Nuclear Triad.
1.b.i. Leader must possess two nuclear weapons in any city, two nuclear weapons carried by a Carrier, Missile Cruiser, or Nuclear Submarine, and two nuclear weapons carried by a Heavy Bomber or Strategic Bomber.
1.b.ii. Leader’s status is updated to either Nuclear Power or Rogue Nuclear Power.
1.b.iii. To assume victory, the leader must possess 20% of her total Arsenal size on board Missile Cruisers and Nuclear Submarines, 20% of her total Arsenal size as on board Heavy Bombers or Strategic Bombers, and 20% of her total Arsenal size in cities. The remaining 40% of the Arsenal size may be anywhere else. Since the leader must possess at least 2 weapons in each sector, this requires a minimum arsenal size of ten weapons.

The distribution of nuclear weapons across the Nuclear Triad is invisible (save for the individual ground, air, and sea units themselves) to all other leaders. It is therefore necessary for one nuclear leader to assume that a newly declared Nuclear Power will soon or already has weapons deployed in an actionable range to be threatening and to be robust in the case of a first strike. If a leader has reasonable suspicions that another leader’s Triad is insufficient or even lacking, it may become reasonable to assume the other has no second-strike capability. It therefore may be prudent to initiate a first strike with the hope of eliminating the possibility of a future nuclear stand-off. Obviously, an incorrect assumption may lead to devastating, if not game-ending, consequences.

1.c. Leader must not be a current signee on the Nuclear Non-Proliferation and Disarmament Treaty with any other leader.
precondition: Leader has signed the Treaty.
1.c.i. Leader opens trade negotiations with any other leader.
1.c.ii. Leader selects to trade Withdraw Treaty.
1.c.iii. The other leader accepts a trade with a Withdraw Treaty item.

Maintaining a Nuclear Arsenal is still a valuable strategy while pursuing other victory conditions, because it still acts as a deterrent. The Treaty makes it politically correct to keep nuclear weapons, as long as intentions are made “in good faith” to pursue complete disarmament. With the Treaty in place, it becomes very unlikely that large states will wage nuclear war upon each other. Instead, it leaves nuclear exchange to Rogue states and vastly minimizes the possibility of a disappointing end in Nuclear Winter since such states have small nuclear capabilities.

1.d. Leader has a Nuclear Arsenal size greater than any other nuclear power by 20% to be capable of executing massive retaliation.
1.d.i. Leader must possess a Nuclear Arsenal of such size that 80% of it is still larger than the Arsenal size of the leader with the next-largest Arsenal.
1.d.ii. Assuming all above criteria are satisfied, the leader becomes labeled a Nuclear Superpower and wins the game.
1.d.iii. After winning, if the leader signs the non-proliferation and disarmament treaty, her status is downgraded to Compliant Nuclear Power.

Satisfying the final condition (and all previous) means the nuclear power has achieved global hegemony by means of its nuclear capabilities. With the Arsenal advantage and aggressor status (assumed by not signing the Treaty), the nuclear power gains an insurmountable advantage over disarming leaders and, of course, nuclear-incapable leaders. It is assumed that any production or rearmament of nuclear weapons capabilities will be met with a counterforce strike intended to eliminate the possibility of the other nuclear states gaining a first strike capability.

2. Nuclear Non-Proliferation and Disarmament Treaty
This new feature is designed to increase trust between leaders who may have seen rising military or political tensions due to advancement in technology. This advancement culminates in the acquiring of nuclear technology. States sign the Treaty as a promise to other states that nuclear weapons will not be developed or spread to other, presumably less responsible, states.
2.a. Signing the Treaty
precondition: Leader must posses the Atomic Theory technology or any other leader must have announced its Nuclear Deterrence Strategy.
2.a.i. Leader enters trade negotiations with another leader.
2.a.ii. Leader offers Nuclear Treaty item to the other leader.
2.a.iii. The other leader accepts a trade with a Nuclear Treaty item.
2.a.iv. The signing leaders’ statuses change from Rogue Non-Nuclear State to Compliant Non-Nuclear State or from Rogue Nuclear State to Compliant Nuclear State or from Rogue Nuclear Power to Compliant Nuclear Power.
2.a.v. If this is the first time, all leaders who did not sign gain the label Rogue.

Simply stated, the Nuclear Non-Proliferation and Disarmament Treaty is a signal to other leaders that those who signed the Treaty are not competing for a Nuclear Superpower victory. While the Treaty is signed, it becomes politically dangerous to supply other states with nuclear weapons (violates non-proliferation) or to produce any nuclear weapons (violates disarmament). However, leaders who intend to violate the Treaty should be aware that it will anger leaders with possibly ample means of encouraging compliance. Non-proliferation is violated by gifting nuclear weapons to any other state. Disarmament is violated by producing nuclear weapons.

2.b. Violations of the Treaty
While the Treaty is signed, those engaged are notified whenever any signee disarms (deletes) an Atomic Bomb or a Nuclear Missile. There is also a chance that others engaged will be notified of the production or gifting of nuclear-weapon units that violate the Treaty.
2.b.i. A leader deletes an Atomic Bomb or a Nuclear Missile unit.
2.b.ii. All other leaders who have signed the Treaty receive a message to that effect: “[Capital name] has disarmed another nuclear weapon.”

2.b.iii. A leader completes production on an Atomic Bomb or Nuclear Missile unit.
2.b.iv. There is a 25% chance that nothing else will happen.
2.b.v. Failing that, all other leaders who have signed the Treaty receive a message to that effect: “[Capital name] has armed itself with another nuclear weapon.”

2.b.vi. A leader gifts an Atomic Bomb or a Nuclear Missile unit.
2.b.vii. There is a 25% chance nothing else will happen.
2.b.viii. Failing that, all other leaders who have signed the Treaty receive a message to that effect: “[Capital name] has armed [receiving Capital name] with a nuclear weapon.”

Non-Nuclear States who sign the Treaty are promising not to accept as gifts any nuclear weapons. They are also promising that, when they do obtain the prerequisite research, they will neither attempt the Manhattan Project nor produce nuclear weapons. Initiation of the Manhattan Project by Non-Nuclear States that have signed the Treaty will be noticed by all other states that have signed the Treaty. Once completed, however, newly Nuclear States may produce nuclear weapons and gamble that they will not be noticed.
precondition: The leader has just researched the Atomic Theory technology.
2.b.ix. The leader initiates the Manhattan Project in any of its cities
2.b.x. All signees of the Treaty receive a message to that effect: “[Leader name] has authorized the Manhattan Project.”

The Treaty is a new trade option available in the late game. By having the Treaty in the trade options, it becomes possible to negotiate the signing of the Treaty by means of payment, gifts, or mutual signing. All leaders are always aware of the Treaty’s Compliant leaders and any Rogue states. In addition, participants in the Treaty will be notified when other participants disarm themselves of nuclear weapons. There is also a chance that production or proliferation of nuclear weapons will be detected by Treaty members. They can, of course, be made aware of proliferation or rearmament by simple observation of units.

The Treaty becomes available as a trade option as soon as any one leader declares their Nuclear Deterrence Strategy. Otherwise, leaders may offer it after they finish researching the first nuclear-weapon–enabling technology, Atomic Theory, if no one has become a Nuclear State yet. The Treaty, in effect, becomes important as soon as someone declares their nuclear weapons. Leaders may also sign the Treaty before they even produce any nuclear weapons (or before anyone else does) as a way of preempting the possible tension from Nuclear Arsenals.

The leader who finishes researching that technology may immediately offer the Treaty in the trade table to any other leader through diplomacy. The first signing of the Treaty, regardless of when it happens, marks the signing parties as Compliant and all other states as Rogue.

2.c. Removal from the Treaty
States may remove themselves from the Treaty by trading the appropriate item on the trade table. Leaders may not, however, remove others from the Treaty, regardless of violations.
2.c.i. The leader opens trade negotiations with any other leader.
2.c.ii. The leader offers the trade item Withdraw from Treaty on the trade table.
2.c.iii. The other leader accepts a trade including the Withdraw from Treaty item.
2.c.iv. The withdrawing leader’s status changes from Compliant to Rogue.

A leader who intends to compete for the Nuclear Superpower victory should recognize that, regardless of the benefits of signing the Treaty, while signed, his or her production of nuclear weapons may become apparent to the Treaty signees.

3. Nuclear Winter defeat condition
After a nuclear exchange, the global climate becomes destabilized. As the number of nuclear detonations increases, the upper atmosphere starts accumulating smoke and ash that rise too high for the water cycle to cleanse. Eventually, use of nuclear weapons will result in enough debris in the upper atmosphere to block enough sunlight for surface temperatures to drop drastically, resulting in nuclear winter. Nuclear Winter results in the immediate defeat of all civilizations at the same time, with no player able to claim victory.

3.a. Destabilization: After the first handful of nuclear detonations, there starts to be a random chance that the world will succumb to Nuclear Winter. This random chance increases with each subsequent detonation.
3.a.i. Any combination of leaders detonates a combined total of four nuclear weapons.
3.a.ii. All leaders receive a message to that effect: “The upper atmosphere is becoming dark with debris from nuclear detonations.”

Due to this defeat condition, it becomes imperative for leaders to refrain from using nuclear weapons against each other in any large number.

3.b. A full-scale nuclear war would virtually guarantee defeat for every civilization.
3.b.i. After the first four detonations, there is an additional 5% chance that Nuclear Winter will occur with every subsequent detonation.
3.b.ii. If it does, all leaders’ games end in defeat with a message to that effect: “Because humans have been eliminating each other with nuclear weapons for their own selfish gain, they have irreparably polluted their own atmosphere, which now hides the sun from the ground, causing surface temperatures to plummet and killing all life on Earth.”

This defeat condition ensures the Nuclear Deterrence Strategy will play a significant role in global politics.

4. Nuclear Statuses for Civilizations
To classify nations according to their public possession of nuclear weapons and their compliance with the Nuclear Non-Proliferation and Disarmament Treaty, each nation receives a Nuclear Status to classify it.
4.a. Initial statuses and first updates
All states begin with no status, until they enter the Modern Era--the Era with the nuclear-weapons–enabling technologies (and the notification of which is already public: “[Civ] has entered the Modern Era”). Upon entering the Modern Era, each civilization’s status is updated in the Nuclear Power Overview. Their statuses are updated according to global politics of nuclear weapons.
precondition: The game begins before the Modern Era.
4.a.i. Nations are not labeled.
4.a.ii. When a nation enters the Modern Era, that nation’s status is updated to Non-Nuclear State.
4.a.iii. At the beginning of the first turn when a nation possesses three units of either type, Atomic Bomb or Nuclear Missile, that nation’s status is updated to Nuclear State.
4.a.iv. At the beginning of the first turn when a nation possesses at least one unit in each sector of the Nuclear Triad, that nation’s status is updated to Nuclear Power.

4.b. Rogue and Compliant status qualifications
As soon as the Nuclear Non-Proliferation and Disarmament Treaty has been signed between the first two parties, all (non-blank) statuses are updated with qualifiers according to whether the nations were involved in its signing. Every new treaty signing immediately updates the status of the signing nation. When a nation withdraws, her status is immediately updated.
precondition: The Nuclear Non-Proliferation and Disarmament Treaty has just been signed for the first time between two nations.
4.b.i. The two nations that signed the Treaty have the Compliant label prefixed to their status.
4.b.ii. All the other nations that did not sign the Treaty have the Rogue label prefixed to their status.
4.b.iii. When a nation next signs the Treaty, its status is immediately updated with the Compliant prefix.
4.b.iv. When a nation withdraws from the Treaty, its status is immediately updated with the Rogue prefix.

4.c. Superpower status
When a leader accomplishes the victory condition, her nation’s status is updated to Nuclear Superpower, which implies the Rogue qualification since it is necessary for her previous status to be Rogue Nuclear Power. This status can only be held by one leader, although the game would have been won by its first acquirer.
precondition: A nation is a Rogue Nuclear Power.
4.c.i. Upon satisfying the victory conditions, the leader’s status is updated to Nuclear Superpower.
4.c.ii. If the status of superpower is lost for any reason, the leader’s status is updated as described above.

4.d. Summary list
The following lists all of the possible statuses:
4.c.i. [no label]
4.c.ii. Non-Nuclear State
4.c.iii. Nuclear State
4.c.iv. Nuclear Power
4.c.v. Rogue Non-Nuclear State
4.c.vi. Rogue Nuclear State
4.c.vii. Rogue Nuclear Power
4.c.viii. Compliant Non-Nuclear State
4.c.ix. Compliant Nuclear State
4.c.x. Compliant Nuclear Power
4.c.xi. Nuclear Superpower

Modified features:
1. Defensive pacts
Defensive Pacts must be altered so that they cannot be signed with a Nuclear Power or a Nuclear State who has not signed the Nuclear Non-Proliferation and Disarmament Treaty. The addition of nuclear weapons to a leader’s military is a strong indicator of aggression. In every case, the possession of nuclear weapons creates diplomatic tension, and Defensive Pacts are not compatible with such tension.

1.a. If a state holds a Defensive Pact with another and announces its Nuclear Deterrence Strategy, it becomes necessary for the state to sign the Nuclear Non-Proliferation and Disarmament Treaty on the same turn as the completion of the third nuclear weapon or lose the Defensive Pact.
precondition: A leader has a Defensive Pact signed with another leader.
1.a.i. The leader builds her third nuclear weapon; production finishes at the beginning of her turn.
1.a.ii. The leader’s Nuclear Deterrence Strategy is announced to the world at the end of her turn.
1.a.iii. Before her turn ends, the leader must offer the Nuclear Treaty trade item to any other leader.
1.a.iv. If the above happens, the Defensive Pact will stay in place, and the leader becomes a Compliant Nuclear State.
1.a.v. If the above does not happen, the other leader will end the Defensive Pact in the same way as when the first leader declares war on a third leader, and the leader becomes a Rogue Nuclear State.

New user interfaces:
1. Nuclear Power Overview
This new page is accessible within the diplomatic overview. It contains two lists: one for Non-Nuclear States and one for Nuclear States and Nuclear Powers. Every civilization is listed between the two lists, with an associated Rogue or Compliant label according to their stance on the Nuclear Non-Proliferation and Disarmament Treaty. Before the Treaty has been signed by anyone, these labels are not shown. For the nuclear-capable leaders, the list also shows the turn number when they joined that list (that is, built their third nuclear weapon). Finally, this page should be linked to the Nuclear Superpower Victory Progress section.
1.a. Nuclear States and Nuclear Powers
1.a.i. This list is ordered, by default, according to the turn number when the leader announced their Nuclear Deterrence Strategy.
1.a.ii. After the Treaty is signed for the first time, states and powers will be listed as Compliant or Rogue. This is another sortable column.
1.b. Non-Nuclear States
1.b.i. This list is ordered, by default, like the diplomatic overview.
1.b.ii. After the Treaty is signed for the first time, these leaders will be listed as Compliant or Rogue. This is another sortable column.
1.c. Link to Nuclear Superpower Victory Progress.

Modified user interfaces:
1. Victory Progress
The Victory Progress screen will be added to in order to show a leader’s progress towards the Nuclear Superpower victory. It should be linked to the new Nuclear Power Overview screen.
1.a. Nuclear Superpower Victory Progress
1.a.i. Before Atomic Theory has been researched and before any leader has declared their Nuclear Deterrence Strategy, this section is empty. After researching Atomic Theory, this section becomes fully populated. If the technology has not been researched, but another leader has declared their nuclear power, only the Treaty section is visible.
1.a.i. Arsenal size, the total number of nuclear weapons the leader possesses.
1.a.ii. Nuclear Triad sectors, the distribution of nuclear weapons in each sector: ground, sea, and air, with numbers and percentages (of total arsenal size).
1.a.iii. Current stance on the Nuclear Non-Proliferation and Disarmament Treaty. This simply shows whether the leader is a signatory on the Treaty and the leader’s associated label of Compliant or Rogue.
1.b. Link to Nuclear Power Overview.

New units:
There are two new aircraft needed to allow the air sector of the Nuclear Triad. They are long-range variants of their originals that can carry nuclear weapons and move normally with no “operational range” like the original aircraft. These aircraft have the same graphics as their original-game counterpart, but are immediately distinguishable by being deployed like a regular unit instead of stationed in a city.

1. Heavy Bomber
Long-range variant of the original Bomber that can carry nuclear weapons and moves normally with no operational range.
1.a. Same strength as the Bomber for the purposes of calculating combat against interceptions and anti-air defenses.
1.b. Can carry one Atomic Bomb. The bomb deploys from the spot of the aircraft with its modified (shortened) range, just like from a city.
1.c. Does not operate with an operational range like the Bomber, but instead has 6 Movement points, a little more than half the operational range of the Bomber. This is to conserve fuel so it can be used long-range.
1.c.i. Cannot use Roads.
1.c.ii. Ignores terrain Movement penalties.
1.c.iii. May occupy Mountain hexes.
1.d. May not perform Air Strikes. The Heavy Bomber is not outfitted with conventional weapons.

2. Strategic Bomber
Long-range variant of the original Stealth Bomber that can carry nuclear weapons and moves normally with no operational range.
2.a. Same strength as the Stealth Bomber for the purposes of calculating combat against interceptions and anti-air defenses.
2.b. Can carry two Atomic Bombs. The bombs deploy from the spot of the aircraft with its modified (shortened) range, just like from a city.
2.c. Does not operate with an operational range like the Stealth Bomber, but instead has 12 Movement points, a little more than half the operational range of the Stealth Bomber. This is to conserve fuel so it can be used long-range.
2.c.i. Cannot use Roads.
2.c.ii. Ignores terrain Movement penalties.
2.c.iii. May occupy Mountain hexes.
2.d. May not perform Air Strikes. The Strategic Bomber is not outfitted with conventional weapons.

These aircraft are intended to fulfill the air sector of the Nuclear Triad by remaining in flight over neutral or friendly territory. When stationed in a city, a nuclear weapon on board the aircraft does not count towards the ground- or air-based Nuclear Arsenal size for purposes of satisfying the Nuclear Triad condition, because it is not useful when on the ground and outfitted for aircraft deployment.

Modified units:
None

New buildings:
None

Modified buildings:
None



Notes and scattered thoughts:

Non-nuclear states in the final ages should receive access to nuclear weapons in a very limited capacity a set number of turns after the first nation to build a nuclear weapon; the number of turns should decrease with each additional nation that achieves nuclear weapons, but increase with each nation that signs a Non-Proliferation Treaty (I’d also suggest espionage playing a role). These sub-standard nuclear weapons should be low-yield and/or ‘dirty’ bombs.
--Like terrorism? Sounds complicated. :^P Maybe for a later version?

As a further deterrent to nuclear weapon use, nuclear detonations should generate negative happiness in all a nation’s cities, which will diminish over time. this can be mitigated by certain national policies.
--I’ll look into the domestic penalties of using nukes in the game.
 
All those different states sound kind of complicated. Wouldn't it be more intuitive to use the World Congress for these new mechanics? Or is there some problem with this, like e.g. not being able to negotiate with individual civs about adopting/renouncing treaties? Perhaps it will work out ok ingame; this would be a very cool mod to combine with a scenario on a world map, so that you wouldn't have to wait so long to build nuclear weapons. :)

An immediate criticism that comes to mind is the small amount of nukes that can be detonated before nuclear winter may occur. It should be 8-10 nukes minimum imo. And after that the chance for nuclear winter should rise more gradually, like 2% with the next 5 strikes; 3% with the next 5, and so on, until it becomes inevitable. I don't know how doable this might be, and ofc it might be that you want to focus more on the political aspect and not the waging of nuclear war itself... But let's face it, detonating nukes is fun in the game and carries far less consequences than irl, so it should still be rewarding in some instances.

EDIT: Also, how well have you schooled the AI on the subject of nuclear winter? It would be a tad underwhelming to have Genghis or Cathy send you into the stone age in 2 seconds with their button-happy fingers after a 6-thousand year climb to greatness. :p
 
World Congress makes perfect sense to handle these things. I wrote this before any expansion came out. :^) But the important point is that people can see who is compliant and who is rogue.

Since it's not developed, I haven't tested any of the numbers for balance; if winter is too easy or the units are too weak, tweak the numbers.

Thanks for reading!
 
one thing I learnt of being a programmer, throwing features and mechanism is easy, but realizing the code is hard. to all people working on this, good luck!
 
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