Nukes should = Nuclear Winter, not Global Warming

Yes they can. The AI can beg the player to accept them as a Vassal even during peacetime.



Really? I've not come across many who think global warming will lead to an apocalypse and no more liquid water. Where did you read about that?

well I've heard only a few people 'explicitly' describe global warming as this, but when you think about it, if it was a cycle that is easily reversed, then why would people make a big deal out of it? I think alot of people look at global warming as some kind of world ravishing deal thats going to kill everyone.
 
This conversation sure has gone to a lot of different topics....

On a note, it's pointless to say anything about non-nuclear climate change on a forum, a few lines of text aren't going to change someone's mind either way. Most that reply along those lines probably won't read this far though...

On the other hand, reconsidering the mechanics of using nuclear weapons from a gameplay perspective, and the benefits or disadvantages of different solutions is something I agree can be discussed.

Calling it "global warming" is just a hangover from the days when Pollution from industry caused the effect. Nuclear weapons also spread pollution, but now with the industry version gone all that's left is fallout.


Following along the lines of -:food:/+:yuck: ideas: Would it be more realistic to hit only the big cities with problems, or have a universal effect that hits both small and large cities equally hard? What I'm thinking of is that +:yuck: would only have a significant effect on fully-developed cities (as smaller ones would not have reached their health caps).

A food penalty, on the other hand would have to be very carefully balanced... consider a city in the tundra/ice on the coast that is surviving entirely off the 2:food: per water tile. What would happen exactly if you give it -2:food:? One population point would die off, which reduces the food supply by another 2, killing off another, and so on down to the original 2 food on the city tile... yet it would still not have enough to support that population unit. What happens to a city if it's at population 1 and is still starving? In previous versions of Civ that would cause the city to be destroyed, I have no idea how Civ 4 handles it, and either way it would mean all your polar cities would be starved to death. While possibly realistic, it might be game-killing anyways. It probably would be best to go without food penalties.

Then you have another complicating factor to throw into the situation. Corporations... with Sid's Sushi in my current game, it gives every city it's in +18:food:.

Adding unhealthiness to every city might be the way to go. I also thought of changing the terrain-to-desert mechanic to adding random tiles of fallout, but that would only penalize the civs that have not researched Ecology yet, and would just be the whack-a-pollution effect again.



What would you think of a system closely paralleling war weariness, but with :yuck:?

A nuclear winter point tally would increase with every ICBM detonated, and to a lesser extent tactical nukes. The tally would gradually reduce every turn. The value would be used in a random dice roll at the start of every turn to see if winter occurs; the higher it gets, the more likely it will be triggered. If it happens, the current point tally would be used to determine a +:yuck: modifier in all cities. Nuclear winter actually taking place would "burn off" the points more quickly, causing the effect to mostly take place all at once. Further detonations during winter would increase the tally even worse, like war weariness.



If it doesn't already, the AI should also carefully weigh the cost of using nuclear weapons and only use them in reasonable situations. What would you think of the following system?

The AI would only use nuclear weapons at all if one of these is the case:

1) Nuclear weapons are used against it
2) It's dramatically outmatched on the Power rating
3) It's close to capitulation

If one of these occurred it considers the option open, otherwise it does not use them and tries to continue to win through conventional warfare. This should limit it enough to a series of checks to be programmable.

If it's #1 (retaliation) the AI would only use about the same number of nukes that have been launched against it. In a tactical sense, it would immediately detonate enough to bring it's total up to 3/4 of it's opponent, then save the remaining 1/4 for situations which are extraordinarily dangerous on a small scale, such as a massive stack of units that presents a major threat.

If it's #2 (rogue state, or losing the conventional war) the AI should use any and all weapons whenever the opportunity provides, against targets that will hurt the most. It should try and position its tactical nukes in good places for launch, and detonate each missile whenever it gets in place.

If it's #3 (a last ditch effort) it should detonate all weapons immediately on the best possible targets that turn.

It'd be even better if an additional diplomacy option could be added for 2 and 3: Give us what we want (in this case it would offer a ceasefire) or we launch. Similar to the "...Or we will attack" option in Rome: Total War, something that would be nice in Civ to threaten opponents.


This second part, altering the AI, would be what I don't know how to do. The first part, simulating nuclear winter I think I can do.
 
What would you think of a system closely paralleling war weariness, but with :yuck:?

A nuclear winter point tally would increase with every ICBM detonated, and to a lesser extent tactical nukes. The tally would gradually reduce every turn. The value would be used in a random dice roll at the start of every turn to see if nuclear winter occurs. The higher it gets, the more likely it will occur. If it is triggered, the current value would be used to determine a +:yuck: modifier in all cities. Nuclear winter actually taking place would "burn off" the points more quickly.
That's probably the way to go, but I don't know about the random factor. Why not just have a Nuclear Winter point tally (like war weariness), that increases a lot with nukes dropped and decreases for every turn.

Then just divide this by 10 and you have the :yuck: from nuclear winter.

You could even have buildings that give -25% :yuck: from nuclear winter (excellent candidates are the Shield buildings from the Next War mod, as well as the Bunker and Bomb Shelter buildings, which could simulate stockpiling of food and general preparedness in the city for such issues.)
You could even have a "National Food Stores and Distribution" national wonder that gives a -% :yuck: for yuck in all cities.

In a tactical sense, the AI should only use nukes in a situation which is extraordinarily dangerous on a small scale, such as a massive stack of units that presents a major threat.
Except for Montezuma, obviously :)
 
Duck and Cover
- National Wonder (1 available)
- Does bugger all in the event of nuclear war.
Requires Mass Media and The Manhattan Project to be built
 
Im not overly concerned about realism, but it gets annoying going into WB every time someone uses a nuke, is there a way to just turn this off untill someone makes a fix?
 
Duck and Cover
- National Wonder (1 available)
- Does bugger all in the event of nuclear war.
Requires Mass Media and The Manhattan Project to be built

The Thunderdome
-World Wonder
-Can only be built after 50 ICBMs have been detonated
-Acts as courthouse in all your cities
-Gives 1 Free Great Artist specialist in city (Tina!)
Requires Steel, Combustion
 
Following along the lines of -:food:/+:yuck: ideas: Would it be more realistic to hit only the big cities with problems, or have a universal effect that hits both small and large cities equally hard? What I'm thinking of is that +:yuck: would only have a significant effect on fully-developed cities (as smaller ones would not have reached their health caps).

I think the affects should be harsh in affected city and have a decreasing affect spreading out. As you noted, we'd have to be very careful about balancing the food penalty and your example is an excellent on at that. Perhaps, instead of doing a -2 food, have it set so that food production on each worked square is -50%.

Then you have another complicating factor to throw into the situation. Corporations... with Sid's Sushi in my current game, it gives every city it's in +18:food:.

That does complicate things but could you also halve the food affects of the corp? If not, it may be best to add unhealthiness to cities instead. While some want to avoid the 'whack-a-pollution' affect, I don't mind it. Still I defer to others for a collective enjoyment. Something has to be done though. I just had to end a game early the other day as the AI was slinging tactical nukes around like rubber balls. 30 of them in one turn! :eek: They were hitting SoD's left and right. This was a nasty war between 5 AI's on one continent. I didn't see them go off but I counted each time the screen shook and then counted the number of times I saw 'X successfully launched a nuke and it exploded' in the log. Absurd amounts of carnage. I'm at the point now in a new game where I'm fearing that this will come about again...though this time, they will be aimed at me.

What would you think of a system closely paralleling war weariness, but with :yuck:?

Possibly the best chance we may have with fixing the current system.

A nuclear winter point tally would increase with every ICBM detonated, and to a lesser extent tactical nukes. The tally would gradually reduce every turn. The value would be used in a random dice roll at the start of every turn to see if winter occurs; the higher it gets, the more likely it will be triggered. If it happens, the current point tally would be used to determine a +:yuck: modifier in all cities. Nuclear winter actually taking place would "burn off" the points more quickly, causing the effect to mostly take place all at once. Further detonations during winter would increase the tally even worse, like war weariness.

Can this be programmed? I don't know anything about SDK or how to modify it but I'd love to see this implemented.

What would you think of the following system?

The AI would only use nuclear weapons at all if one of these is the case:

1) Nuclear weapons are used against it
2) It's dramatically outmatched on the Power rating
3) It's close to capitulation

If one of these occurred it considers the option open, otherwise it does not use them and tries to continue to win through conventional warfare. This should limit it enough to a series of checks to be programmable.

If it's #1 (retaliation) the AI would only use about the same number of nukes that have been launched against it. In a tactical sense, it would immediately detonate enough to bring it's total up to 3/4 of it's opponent, then save the remaining 1/4 for situations which are extraordinarily dangerous on a small scale, such as a massive stack of units that presents a major threat.

If it's #2 (rogue state, or losing the conventional war) the AI should use any and all weapons whenever the opportunity provides, against targets that will hurt the most. It should try and position its tactical nukes in good places for launch, and detonate each missile whenever it gets in place.

If it's #3 (a last ditch effort) it should detonate all weapons immediately on the best possible targets that turn.

It'd be even better if an additional diplomacy option could be added for 2 and 3: Give us what we want (in this case it would offer a ceasefire) or we launch. Similar to the "...Or we will attack" option in Rome: Total War, something that would be nice in Civ to threaten opponents.

Awesome but again, can this be done?

At the least, can we remove from the game the changing of tiles over to desert? I hate having to spend time going into the WB to replace tiles all over the bloody planet.
 
Back
Top Bottom