Symphony D.
Deity
Doesn't work that way. If, say, China were to nuke Russia, or Pakistan were to nuke India, the United States wouldn't automatically nuke Pakistan or China. There'd probably be extremely severe economic reprocussions and maybe (But in the real world if a country used Nukes other countries WOULD declare war on them! Not all, but like in the game some do. Especially those that have Nukes too. Because once the genie is out of the bottle it ain't going back in easily.

They do... it's somewhat unrealistic though. Civ isn't, nor likely ever will be a great model of "situations" - but in the game, if you use a nuke on another civ, they will essentially be furious with you forever. This is rather unrealistic if you look at, say, the usage of nuclear weapons against Japan in WWII and their current relationship with the United States. Of course, it's just a game, so oh well.Nukes need to give penalties, too. Your rep should be affeted by your use of nukes.
Not really. A 100mt nuclear weapon (upper level of megaton limit employed by humans to date) blast overlay would more than encompass the entire greater metropolitan area of LA, Tokyo, or Mexico City. In Civ terms, depending on map scale, that could be up to the full 21 tiles of a city radius rather than just the 9.I think nukes are fine as regards their destructiveness. They are also quite realistic as to the level of destruction and pollution that would be caused by hydrogen bombs.
Again, not really. Nuclear warfare by ballistics depends on two things: accuracy and warhead size. The more accurate, the smaller the warhead. The less, the bigger. A Pershing II IRBM had anywhere from a 5 to 50kt warhead. A Minuteman III ICBM would have multiple 300kt warheads. For comparison, the WWII weapons were about 20kt. Now, the Soviet equivilent to the Pershing II, the SS-20, had a 250kt warhead. So the difference isn't really all that great - it's only in the older ICBMs (eg: Titan II) that you see absolutely gargantuan warheads (5mt - 100mt) to offset the inaccuracy. The fact remains that any given "tactical" nuclear weapon, unless it's designed to be small (say, 1 - 15kt range) will be as strong as a later-generation MIRV on an ICBM.The tactical nukes on the other hand, are actually overpowered. A tactical nuke should destroy units in only 1 square, instead of 9. In real life tactical nukes have much less powerful warheads than the strategic nukes.
I kind of like this, but I'd switch it around some:1. Early Nukes, 75% of pop, units+buildings in 1 square
2. Tactical Nukes, 90% of Units, 40% of pop +buildings in one square
3. Hydrogen bombs, Target City, 90% of units in target square, destroyed : 50% of pop, units+buildings in surrounding squares destroyed
1.) Atomic Bombs - Plane carried? X pattern (city tile, NE, SE, NW, SW) 65% of pop, units/buildings in city square, 25% chance of units in outlying tiles.
2.) Early IRBMs - Tactical nukes. 9-square pattern like current nukes. Bigger atomic or limited hydrogen bomb attacks. Should have longer range than current. Sub-loadable. 75% of pop in city, units/buildings in square, 50% change in outlying tiles.
3.) Early ICBM - Big, bad hydrogen bomb. Either 9-square with 1-square "prongs" NE, SE, NW, SW, or a 21-square blast. However, due to the inaccuracy, 80% of pop in city, units/buildings in square, 50% in inner 8-tile non-city radius, 25% in outer 4/12 tiles. Unlimited range.
4.) Modern IRBM - 9-square pattern, longer range, 90% of pop in city, units/buildings in square, 75% in outlying tiles. Reflection of greater accuracy and kill efficiency.
5.) Modern ICBM - Smaller warhead, either 9-square or 9-square with 1-square prongs. 90% of pop, units/buildings, 90% in outlying tiles. Strongest concentration and accuracy, unlimited range.
These aren't absolutes but they reflect the fact that ground zero for a nuclear blast is pretty bad, period. One needs only look at Hiroshima and Nagisaki's after-effects - if a tank division had pulled up there would've been no resistance period. It reflects nuke evolution toward more concentrated killing blows too. Some would say these might be too powerful, but there's a reason nuclear weapons are feared. Their use should be a lot more devastating than it is currently - if you unleash a nuclear strike on all major metropolitan centers of an enemy, it should be game over for them unless they've decentralized their units.
I guess if you really wanted, it could also be set up that a minimum population level could be totally wiped out by a given level of nuke (say: Atomic Bomb wipes out <5 pop cities, Modern ICBM <11, or what have you) for added realism. I don't see any way to model MIRVs accurately though, unless there was a little popup after firing the nuke to designate targets... hrm, that'd be really cool. It would accurately reflect the proliferation of MAD too.
I acknowledge however the above is mostly wishful thinking (though it reflects the exponential increases in technology development in the Modern Age - It'd be much better if that age was crammed full of units and required upgrading every couple of turns [depending on tech rate] to be cutting-edge - might balance things out some and make it more interesting), and the things I would definitely like to see removed/added are the following:
1.) Manhattan Project giving all countries nuclear capability. It should be a very expensive small wonder. Just look at the current issues with North Korea and Iran pursuing nuclear weapons programs. Or India and Israel - they've had nuclear weapons for over two decades, yet only approximate American nuclear arms as of the 1960s.
2.) Nuclear fallout counting as normal pollution. It's very strange to see a nuclear war contribute to global warming.


3.) Nukes can destroy nukes. Have a "Silo" tile improvement like Airfields are now for ICBM storage. That way a first strike becomes an option if you, say, steal the enemy's plans.
[EDIT] Depending how far they went (I don't expect any of this since it's really far too specific for Civ) with it, a neutron bomb would be an interesting weapon in the Civ world. Kill all the units and rebellious nationals, keep all the infrastructure.