Nukes

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Just wonder...
Has anyone ever given a good thought about nukes in RI? I've finished the game a few times but there are some things I really never appreciated about nukes in Civ4 in general and it looks like in RI they're working as in vanilla BTS. Specifically, I never liked they're immune to nukes. I mean, I get it that being a turn based game, allowing nukes to be destroyed by a first strike would make a first strike too powerful. But still (even without mentioning simultaneous turns multiplayer, which should make a fun scenario), there could be a chance to kill a nuke with a nuke, not a certainty. This would make the game more interesting as a player should disperse their nukes instead of building them all in the same city. It would also give more strategic depths to SLBM (or Tactical Nukes) as those should have a higher survivability while installed on ballistic missile submarines. Which leads to another thing I never appreciated, i.e. the short range of Tactical Nukes. While I get while Tactical Nukes should have a shorter range, those loaded on a sub could have an almost unlimited range, allowing again for a more realistic/strategic use of SSBNs. It's pretty dumb to load your sub with nukes and then having to move it next to the enemy coast.
Also I thought originally subs could move under ice but it looks like it doesn't work anymore: is that intentional?
 
Has anyone ever given a good thought about nukes in RI? I've finished the game a few times but there are some things I really never appreciated about nukes in Civ4 in general and it looks like in RI they're working as in vanilla BTS. Specifically, I never liked they're immune to nukes. I mean, I get it that being a turn based game, allowing nukes to be destroyed by a first strike would make a first strike too powerful. But still (even without mentioning simultaneous turns multiplayer, which should make a fun scenario), there could be a chance to kill a nuke with a nuke, not a certainty. This would make the game more interesting as a player should disperse their nukes instead of building them all in the same city. It would also give more strategic depths to SLBM (or Tactical Nukes) as those should have a higher survivability while installed on ballistic missile submarines. Which leads to another thing I never appreciated, i.e. the short range of Tactical Nukes. While I get while Tactical Nukes should have a shorter range, those loaded on a sub could have an almost unlimited range, allowing again for a more realistic/strategic use of SSBNs. It's pretty dumb to load your sub with nukes and then having to move it next to the enemy coast.
Paging doctor @Takofloppa
Also I thought originally subs could move under ice but it looks like it doesn't work anymore: is that intentional?
This ability depends on the sub in question—WW1 and WW2-era subs can't (they couldn't stay submerged long enough to meaningfully traverse under a "tile" of ice), but modern subs can (both attack subs and ballistic subs).
 
Specifically, I never liked they're immune to nukes.
My own thoughts on this is that it's a necessary abstraction due to how the game is designed:

1) In real history, by the time ICBMs rolled out, there was never a realistic chance of any nuclear power conducting a successful second strike denial attack, due to sheer number of targets one had to hit for that.
2) In Civ 4, you never build anywhere near the number of nukes - and more importantly, unlike IRL, they are stationed in cities, of which you have a finite and rather limited number, which means a very finite number of targets - both abstractions necessary from the scale of the game.

Therefore, it feels to me that to simulate a realistic nuclear war dynamic, ICBMs need to either be totally immune to nuclear strike, or, at worst, have a very very low probability of being destroyed by one.
 
Paging doctor @Takofloppa

This ability depends on the sub in question—WW1 and WW2-era subs can't (they couldn't stay submerged long enough to meaningfully traverse under a "tile" of ice), but modern subs can (both attack subs and ballistic subs).

Wait, I undestand that, and I agree, but do you mean in-game? Because I tried and in-game a ballistic submarine can't travel under ice right now, unless there's some recent update which allows it and I'm using an outdate version.
 
My own thoughts on this is that it's a necessary abstraction due to how the game is designed:

1) In real history, by the time ICBMs rolled out, there was never a realistic chance of any nuclear power conducting a successful second strike denial attack, due to sheer number of targets one had to hit for that.
2) In Civ 4, you never build anywhere near the number of nukes - and more importantly, unlike IRL, they are stationed in cities, of which you have a finite and rather limited number, which means a very finite number of targets - both abstractions necessary from the scale of the game.

Therefore, it feels to me that to simulate a realistic nuclear war dynamic, ICBMs need to either be totally immune to nuclear strike, or, at worst, have a very very low probability of being destroyed by one.

Yeah, I understand, I guess I'm simply more inclined toward a very low probability instead of a total immunity. But I think it requires dll work because changing the bNukeImmune tag isn't enough to make nukes vulnerable to other nukes. The fact remains that this combined with their limited range makes embarked tactical nukes rather useless; I suppose one would need 2 different nukes, one for tactical nukes and another one for SLBM (that is, beside ICBMs). I think I recall I did something similar for my RAND mod years ago, but I can't remember the details.
 
Wait, I undestand that, and I agree, but do you mean in-game? Because I tried and in-game a ballistic submarine can't travel under ice right now, unless there's some recent update which allows it and I'm using an outdate version.
Hm, I guess it didn't make it into any release versions yet, as it's a change from March, so for now it's only in SVN. Because yes, at some point in the past it was removed by accident and fixed again relatively recently.
Yeah, I understand, I guess I'm simply more inclined toward a very low probability instead of a total immunity.
I'll leave it to our resident nuke expert Takofloppa to decide whether he wants to implement it this way.
 
Oh, I'll try an SVN version then and thanks for considering my hint. I guess I'm able to do it myself although some years have passed since the last time I modded a dll, but I was curious to see if these changes had ever been considered before. Thanks again.
 
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