units that are missing

I think that cruise missel should play great role in modern wars so it is dissapointing that there is now cruise missel. They should improve CM from civ3 so they can be hold on AEGIS cruisers and they should have precission strike.

Also, I think that they should introduce to the game future weapons that will obviouslly be made.(Stealth Submarine, non-pilot airplanes..........)
 
i suppose as an icon of the most advanced and lethal weapon an ICBM could replace a Tactical nuke / Nuke Sub but i have it in my mind that the latter is a more advanced system.
 
I for sure heard about carriers in an interview, where Soren said that there would be the usual ships and so... he mentioned carriers :)
 
Since there will be a lower unit count in civ4, I can understand there being fewer TYPES of units as well. OTOH, as demand for more unit types grows (AFTER game release, folks!), player-made units as well as new units from Firaxis are sure to come.

In the World Builder unit placement screenshot, the Aircraft Carrier is in the bottom row, 3rd slot (just before the fighter). You can see the shadow of the hanger deck below the elevator.
 
Well if I launch a nuke from, say... Kansas you have A LOT more time to intercept it. If I launch it from 100 miles off your coast or less you have almost no time to intercept it. Also spread out my nuclear arsenol so it's harder to destroy.

For cruise missles... I could launch them from a sub to damage/destroy a small convoy/fleet which the sub would never be able to conventionally do on its own.
 
sela1s1son said:
Well if I launch a nuke from, say... Kansas you have A LOT more time to intercept it. If I launch it from 100 miles off your coast or less you have almost no time to intercept it. Also spread out my nuclear arsenol so it's harder to destroy.

Except this has not been modelled in any Civ game to date. They all take place in one turn so time to intercept is the same.
 
warpstorm said:
Except this has not been modelled in any Civ game to date. They all take place in one turn so time to intercept is the same.

The Anti-missle defense in Civ III? Lower chance to intercept if Tactical and not ICBM? It is EASY to model, same thing as % to intercept conventional vs stealth bombing missions.
 
sela1s1son said:
The Anti-missle defense in Civ III? Lower chance to intercept if Tactical and not ICBM? It is EASY to model, same thing as % to intercept conventional vs stealth bombing missions.

Test it and see if it does that ;)
 
warpstorm said:
Test it and see if it does that ;)

The concept is still prety sound, and could be done nonetheless. I think it'd give a neat little twist.
 
Well if I launch a nuke from, say... Kansas you have A LOT more time to intercept it. If I launch it from 100 miles off your coast or less you have almost no time to intercept it.
The devil is in the details:
If you launch it from 100 miles off the coast it can be EASY to detect and intercept in its launch phase as it is accelerating!
 
Jaybe said:
The devil is in the details:
If you launch it from 100 miles off the coast it can be EASY to detect and intercept in its launch phase as it is accelerating!

The next question is, how much detection do you have in those 100 miles... and how many spy satelites you have on silo bases in Kansas/the Dakotas, etc. ;-)

If we wanted to get overly technical, I could say that I launched cruise missles at the handful of detectors in the sector I'm launching from... either from the same sub, or from one elsewhere... giving me a large enough gap.

Of course, you also need to consider another factor. How ready are your interception instalations? How quickly can you get them up and running to shoot down my missle? You may only have a few minutes before it gets to the target, if that. Seeing as you may be in Yellow or even Green alert when I launch, the preparedness may be minimal... whereas your satelites spying on major missle silo bases are almost always alert and ready. I understand the physics of what you're saying, but the window is fairly small for that, and the total window is also much smaller.
 
Aussie_Lurker said:
To me, 85 units total actually makes much more sense than 83-just because its a much nicer number ;)!

I dunno... 85 is 5*17, and 17 doesn't have a whole lot going for it. 83, on the other hand, is the rounded down result of dividing 250 by 3.

Er... anyway. I'm sure that the units are there if they're at all meaningful in the new combat system. If they're not significant, then I won't miss them.
 
UnitQ said:
There not being a carrier is proof that not all the units have bin added. The carrier is one of the most importent sea unit in the game

I think that the icon second from the bottom, third from the left in the world builder screenshot is probably an aircraft carrier. A bit blurry, but I'm pretty sure it is. Also, isn't it possible that the missile unit pictured IS a tactical nuke, and that ICBMs are built as city improvements?
 
well tatical nukes are much cheaper and easyer to build,

but ther is a big difrents between nuke and ordanry subs, if ur gonna play to the year 2050 u got to have them
 
Rexflex said:
Heavy pollution always killed off my enjoyment of nuking (a good thing too, I suppose). Now that pollution is different in Civ IV, I wonder what else would act as a deterrent from just going ahead and nuking your enemies?
World-wide health penalties? It would be realistic.
 
warpstorm said:
Except this has not been modelled in any Civ game to date. They all take place in one turn so time to intercept is the same.

If the nukes kill units then the first strike could kill your ICBMs in cities, no so those nukes hidden aboard subs. Thus it is worth having subs capable of housing nukes to be able to launch a counter-stroke.
 
Well, I've been nuked plenty of times and never lost a nuke in one of the fireballs. It may have been luck, but I don't think I'm that lucky.
 
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