The new Era: Post-atomic

Red192

Chieftain
Joined
Aug 20, 2015
Messages
7
Location
Italy
Hi guys, great mod, I’ve some suggestion about a post-apocalyptic mechanic induced by the use of MAD civic. I can barely imagine how hard could be implementing my ideas, but AND has transformed near all my dreams in reality so I’m hopeful.
I hope you like my ideas ;]

(Sorry for my bad English.)
BEFORE DOOMSDAY
1. Here some suggestion to improve the AI reaction to the Cold War-style era:
when a country finishes the Manhattan Project, the first and the second nation automatically switch to MAD
Country with mad begin massive production of nuclear weapons
- all other less powerful countries prefer align with one of the two “superpower” (a mechanic driven by relations, active civics and maybe a “nuclear fear” value determined by the total amount of power)
- beter AI targeting, based on a mixed index (population + wealth)
- adding a DEFCON menu in MAD screen, every level change the AI reaction to cold war (with DEFCON 1 automatically launch all target bomb)
- Defcon increase by event
- adding more information in MAD screen like the total amount of power in mt (megatons), the destroyed tile and the projected deaths in case of nuclear war
2. Here some suggestion for a deeper administration of nuclear armament:
- three row of bombs: airplane-carried (like Fat Man and the B61 model), MRBM-carried (like Minuteman missile) and ICBM-carried (like Titan rocket)…
- …occurring in four increasingly strong models (upgradable as prerequisites are met and with “test” a national wonder): gun-type/early fission/ 5 mt(moderate damage to city, little to no fallout), implosion assembly/fully developed fission/500 mt (medium damage to city, radius 1 fallout), Teller-Ulam design/thermonuclear/ 5 mt (severe damage to city, radius 3 fallout) and advanced design/high-end thermonuclear/ 50mt (nearly erased city, radius 4 fallout)
more information on civilopedia for each type of warhead
cities with less than 2-3 population can be destroyed by a nuclear detonation, and more pop damage for other
Cities hit by a bomb fall to riot for several turn
AFTER DOOMSDAY
1. Possible outcome of a worldwide nuclear conflict:
- if more than 50% of cities of the nation are hit, the civilization is forced in some turns of anarchy (in order to simulate the collapse of market and administration) and a new, strong, negative local stability modifier is applied to every city “the apocalypse has come”
- if more than 50% of cities of world are hit, the World enters in the Nuclear Era, the tech tree is swithed with a new one, not usable without the event, all nations are forced into less advanced civics and (maybe, every city with the exception of capital become independent/barbarian).



2. Nuclear Era
- a new tech tree, whose the first tech disables near all buildings and civics. The player has to rediscover how to use pre-war stuff in a Fallout-esque or Mad Max-esque way. At the end of this new “nuclear era” tree the player turns back to the original one
- all terrain tile can be downgraded in order to produce less and 75% of food (plant and animal) resources could be cancelled. Lakes and rivers no more provide fresh water (obviously). On the other hands, a couple of new resources can spawn, like “Fresh Water” (health) and “Pre-War souvenirs” (happiness). IF Posible, replace all tile with new one, with black-grey texture.
- some new events can spawn like “radioactive rain”, “dust storm”, “raging raider” or human, animal and plant mutation with good or bad effect
- new barbarian units like raiders, marauders and mutants, (no so strong but very likley to spawn) spawning in contaminated tiles, difficult to manage at the beginning of nuclear era
- new promotions like “radiation protection”, useful in the wastelands
- if possible, map covered once again by fog of war and reduced like the beginig, simulating the total disruption of communication networks
- treasures found in city ruins become fundamental in order to rebuild civilizations, defending them becomes a main task (for example, they could be the main source of production points for city)

- maybe a couple of new civics designed specifically for this era: atomic survivors (for society), raiding (for foreign policy), cannibal and post-war barter( for economy)

- maybe a couple of new, post-apocalyptic flavored, religion:Children of Atom(fallout like) and Decandetism (a violent religion who believe to the overwhelm ideology and violence exaltation)
OTHER SUGGESTIONS
-increase instability penalties: nowadays it is fairly simple to avoid revolutions
-If possibile add the population statistic, calculated by the some of city pop and tile, chancing with era and improvement like farm, village ecc... The country can see how much populated it is and... how many persons die in the nuclear conflict with popup
-revolutionary armies constituted by more units less technologically advanced, led by more commanders (in order to represent swarms of angry people organized by few, charismatic leaders) like armored villager, partisans, revolutionares. No more great modern tank for them

"But now we got weapons
Of the chemical dust
If fire them we’re forced to
Then fire them we must
One push of the button
And a shot the world wide
And you never ask questions
When God’s on your side
...
If God’s on our side
He’ll stop the next war"
 
Lot of coding for little effect.

I personally prefer the Optimistic version of the future of increased wealth, production and prosperity.

They aren't adding new features, just chasing bugs,

You could make this feature a mod of the mod, if you wished.
 
It might make an interesting modmod, but we are definitely chasing bugs and polishing at this point, not looking for major new features.
 
it was just a suggestion ;] maybe only some of this point or no one, just for share
 
I personally prefer the Optimistic version of the future of increased wealth, production and prosperity.

The future can be positive for sure, but only if we don't have a nuclear war on the soil of our planet thanks to the UN resolution of banning the nukes or, the other case, a total destruction of the enemy without nuclear war.

The new era is unlocked only when the nuclear war is ended, but is still possible to avoid this case.

By the way, the entire post was merely a suggestion. Think about it as a question: is it possible to realize such a thing? I don't have programming competences, so I can't build this mod.

Anyway thank you for the interest
 
I saw that in the last update, you have improved ia about the atomic, thanks ;]
I hope in future improvements
 
AFAIK, you can't un-learn techs and there's no way to do it. So no bombing back to stone age, sorry, I would have liked it too. I don't know about alternate tech trees, I think this is impossible too. Anyway as Vokarya said, if something similar is to come, it will not be in AND2, maybe in some following modmod.
Also, I can assure you that when nukes are being used in quantity, there's already so much fallout that it's effectively like a nuclear winter. And if you use revolution, be sure that cities will revolt and you will anger other nations by using nukes.
Also, there are a few tricks I've coded about MAD and nukes which I haven't properly explained in the past, I think. For example, AI is more and more willing to pass a NPT resolution as you build more and more nukes and as you use more and more nukes. Also, MAD targetting, is partially random and partially based on attitude toward another leader and value of cities. Finally, before using nukes, AI evaluates its strenght and opponent's strenght, not just in term of military units but also in terms of nuclear arsenal and survivability: it takes into account number of nukes, number of cities and number of defenses (SDI, Railgun, Bomb Shelter and so on). It's already much smarter that it was in the past.
About new units, I don't think it's a good idea: AI would probably not know how to use them, especially land-carried missiles: I've tried it a long ago in another mod I was creating but it didn't work.
 
45°38'N-13°47'E;14102258 said:
AFAIK, you can't un-learn techs and there's no way to do it. So no bombing back to stone age, sorry, I would have liked it too.

Using the World Builder you can remove tech, don't you? So it should be possible somehow...
What could work is to switch to a newly spawned civ that has no techs. But for that "option" you should limit civ spawning not to run out of them by the modern era.
Interesting ideas...

BTW: Would anyone interested in a Tiberium infestation modmod? :-)
Spoiler :
maxresdefault.jpg
 
45°38'N-13°47'E;14102258 said:
AFAIK, you can't un-learn techs and there's no way to do it. So no bombing back to stone age, sorry, I would have liked it too. I don't know about alternate tech trees, I think this is impossible too. Anyway as Vokarya said, if something similar is to come, it will not be in AND2, maybe in some following modmod.
Also, I can assure you that when nukes are being used in quantity, there's already so much fallout that it's effectively like a nuclear winter. And if you use revolution, be sure that cities will revolt and you will anger other nations by using nukes.
Also, there are a few tricks I've coded about MAD and nukes which I haven't properly explained in the past, I think. For example, AI is more and more willing to pass a NPT resolution as you build more and more nukes and as you use more and more nukes. Also, MAD targetting, is partially random and partially based on attitude toward another leader and value of cities. Finally, before using nukes, AI evaluates its strenght and opponent's strenght, not just in term of military units but also in terms of nuclear arsenal and survivability: it takes into account number of nukes, number of cities and number of defenses (SDI, Railgun, Bomb Shelter and so on). It's already much smarter that it was in the past.
About new units, I don't think it's a good idea: AI would probably not know how to use them, especially land-carried missiles: I've tried it a long ago in another mod I was creating but it didn't work.

Using the World Builder you can remove tech, don't you? So it should be possible somehow...
What could work is to switch to a newly spawned civ that has no techs. But for that "option" you should limit civ spawning not to run out of them by the modern era.
Interesting ideas...

BTW: Would anyone interested in a Tiberium infestation modmod? :-)
Spoiler :
maxresdefault.jpg

You can remove techs with worldbuilder, not unlearn them. If you remove alphabet after discovering it, you'll still be able to trade techs with other civs that have learned alphabet, for example.
 
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