Nuclear weapon tag

Samez

Emperor
Joined
Jan 31, 2005
Messages
1,643
I ask myself if someone did ever flag a "civil" unit like a settler or a worker as nuclear weopon and wich efects this would have to the unitbehaviour und the ai strategies. I know it will require the Manhattan wonder to be build but are there further effects?
 
I think it would bombard as nuclear weapon, but if it had no bombard tag... I'm not sure.
 
That's it: It will require that a Wonder e.g. the Manhattan project has been built in any city owned by anyone on the map, or a Small Wonder owned only by the civ that builds it. It will also mean that if you give it the ability to bombard, then it will act like a nuke, as nc-1701 said :)
 
But if the settler or worker turned into a nuclear bomb where did the population that created it go? Did they die when you experimented with radioactive materials :yuck: or are they controlling the missile manually when riding on it? :p
For the motherland! :suicide:
 
Hmm.
I think it would. Nuclear weapons figure into the power factor and the power factor works into AI relations. I also rarely play to the modern age. ;)
 
Ya its a deep game ya realize when we old timers start asking questions like these. I never even thought to wonder? Its a good question. How much power does owning one nuke award and at number does it cease to have its same effect on th epower rating or global influence

All else being the same, Does the guy with 5 nukes have a better rep then the guy with 6 nukes. SO much I still wonder from time time . Yet I forget what it was by the time Ive closed the game :sad:
 
I think the only change it makes is a high number of civs declare war on you if you bombard with the unit and it doesn't also have the "Hidden Nationality" flag.
 
I know it figures into the power score... I just wondered if it makes AI civs dislike or not trust you. If that's the case, I was thinking it could be used with units that can't bombard just to make the AI dislike civs who built the units. Like terrorists or something.

I think it does make them distrust you... no proof, but I have noticed that once I get a nuke weapon I have a horrible time being friendly with anyone. But, at the same time they seem more reluctent to start shooting. Of course once you start using them, well then all bets are off.
I remember one game where the russians got the tech lead as I had been a poohead and been at war a bit too long. They built alot of nukes... made me very uncomfy... so naturally I did the same, and then decided the best way to feel at eaze was to turn as many of those russian terror weapons in to puddles as possible. Pre-emptive strike, which caused just about everyone to declare war on me. Ah, what a fun game.
 
But if the settler or worker turned into a nuclear bomb where did the population that created it go? Did they die when you experimented with radioactive materials :yuck: or are they controlling the missile manually when riding on it? :p
For the motherland! :suicide:

It does not matter if a unit costs a population point or not. If the unit is detroyed, expended, whatever... it just goes way just the same as if it had not cost the population point. In my game, I use a population point cost on capitol ships or other units which I really want to put a cap on.
 
THanks guys... Ah So what does the tactical missile flag do compared to the cruise missile? I always thought the tactical flag would make it a have nuclear explosion... Does it mean I can give nuclear weapon flag to cruise missiles without making it a tactical one ????
Or does it mean tactical missile flag is just for (sub)transport?
 
That is correct:

Cruise Missile- Unit destroys itself after bombardment without it having to be a nuke and vice versa
Tactical Missile- Lets it load onto transports with the "Carries only Tactical Missile" flag, and can only load onto transports with that flag.
 
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