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Nuking Nukes?

FlakJacket

Warlord
Joined
Oct 29, 2001
Messages
144
Location
Birmingham, UK.
Is there any way that you can turn off how nuclear weapons are never destroyed when the city they're in is nuked itself? I understand that it's mean to represent MAD so you've got to be careful - but I always liked how you could effectively take out an opponents arsenal in Civ2, forcing you to put them on subs or silos/airfield outside of the cities.
 
no, there is no way.

But you could have trops like tanks a few sqaures away from the city then after all the units but nukes are destoyed attack and it will destory the nukes when you trake the city.
 
i use nukes to kill armies, i had a korean game where i had a 'colonial' city on greece, and rome sent armys and tons of MA's. the catch was that the furthest they could travel was to the square away from the city. so i just nuked their armies. they did this at least 20 times each time sending over 20 units. they never truly got the hint. thats 400 units, ouch!
 
It's just done so that the first person who uses it doesn't get a "free victory ticket". The AI will generally pound the same city over and over again (resource, then capital). It's a game, so there has to be a reason NOT to use them. Plus, it's also turn based, so the AI has to have a chance to counter attack.
 
in my korean game,i have a city of no strategic importance whatsoever, yet that city is the only city the AI nukes, every country. its funny and it must be a bug, cuz that city has been nuked at least 40 times :nuke:
 
Nuked 40 times, ouch my brother. Nuking is very dangerous because if more than one civ nukes you, there's a good chance the IA will join military alliance with all the other civs. Then you’re doomed.
 
Making the nukes survive, especially the ICBMs, is realistic. ICBM silos were designed to withstand nuclear blasts, so to ensure MAD. I could see tactical nukes being destroyed, but ICBMs should remain.
 
MAD? Mass attack destruction?
 
Mutually Assured Destruction
 
You can do one thing to destroy the AIs nuke stash caputure and raze the Mannhattan Project.
 
Does razing the Project eliminate nukes from the game? Never seen it happen but it doesn't seem likely...
 
First off, nuclear silos could not withstand a nuclear blast, nothing can. The were designed to withstand a near nuclear blast. The advent of true smart bomb weapon systems made the idea of making a blast proof bunker of any sort impossible. Silo's and bunkers only safety was to be kept a secret.

That being said, the Civ games do not allow for "secret" silos/bunkers. Thus the current system is used (speculation here, but it makes sense). I was let down a it because is SMAC, you could do a probe/spy mission to destroy a planet buster (SMAC version of a nuke). In civ, you have to attack the city with the nuke to destroy it. I wish that this was kept in some way in Civ 3, but what can you do...?
 
In reality, if someone fired a volley of ICBMs at the US (or other nuclear power), the incoming missiles would be seen by early-warning systems (satellites etc), and the retaliation strike would be launched before they hit their targets. This being tricky to represent in a turn-based game, I think the CivIII system is a good substitute.
 
You could aim your ICBM at a City or a square. If that city got nuked, then that ICBM would automatically launch at the targeted City instantly (thus they would strike their target that same turn) or square thus simulating a retaliatory strike. If the ICBMs are not aimed, then they get destroyed. You could set up multiple targets too, one for each civ.
 
That would work, indeed. IIRC, CTP2 had something like it?

The prime benefit of it would be getting rid of the nuke'n'blitz strategy. But keeping the target lists up-to-date might be annoying, especially in a game with many civs in it.
 
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