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MrBaggins
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Nuclear weapons are one of the most significant strategic developments of the modern world. They have shifted the balance, insofar as even a small nation can become very powerful by having them.
In CtP2 they seem to be a bit of a non-factor. One of the reasons behind this is a technological one; they are a modern invention, and the AI is usually woefully behind by the modern era. Another huge reason is their regular unit status.
They need to be moved and marshalled like other units. I never thought this befitted their status.
In my mind, they should be abstracted, and get their own screen, just like trade does.
My concept is this... you still build units. Their location is abstracted. No "unit" is generated. They still have a location, but cannot travel to locations other than a city, sub or perhaps a new "silo" improvement.
At the beginning, they have a limited range, of, say, 5 MP. This simulates an short range air delivered device. Certain advances give additional range for new devices, until the range for a device covers the entire map.
The interface could allow for pre targetting devices. It minimized micromanagement, improves the AI, and I think, the game experience.
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Solver
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Apolyton Duke Of Something
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Latvia, Riga
Sep 2000 time: 07:31
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I agree partially with the points, but CtP2 nukes are pretty OK, compared to Civ 3. For instance, they really are strong - and the Dead Tiles can be quite some an effect, especially if no technology exists to replace them.
However, if Nukes are abstracted the way you suggest, then the concept of loading them unto Bombers will be lost, while I quite like the concept. OTOH, the idea of having them move between cities, and silos in the open land is good. Then, though, how do you destroy a Nuke?
As it is, Nukes also have a limited range, being units that can run out of fuel. Although again, the idea of giving them actual range value from their city/silo seems good.
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MrBaggins
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Technology enabling long range bombers could extend the nukes range... perhaps?
If the city or silo is captured, then so is the nuke (with a chance for destruction.) If a sub is destroyed, so is the nuke.
As for range, within 20 years, nukes had been deployable on intercontinental ballistic missiles. Range for nukes is far too much of a factor in civ games. And walls of flesh can divert/stop them.
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MrBaggins
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Yes. But then I'd hope that we implemented MAD, so that nukes are pretargetted, and (possibly dependent on AI factors) launched on an offensive launch of a nuke against them.
As for the AI having foreknowledge, I'd like to playtest. I don't think its so significant, though. Nukes (and perhaps war) as suggested would be more of a diplomatic issue, than a tactical one.
Of course, nukes in CtP2 have a theoretical shelf life, until nanite defusers, and widespread SDI.
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MrBaggins
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Spy missions meaning moving units on the ground= probably not viable for the AI.
I like the idea of slightly elastic tech spread. ALL techs will to some degree proliferate. The more countries that have a certain tech, the more it spreads.
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MrBaggins
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Right.
Brian Reynolds posted a piece umongst which tech spread was said to be a cornerstone of game balance.
You don't want to fall into the trap (of civ3,) and make tech RESEARCH obsolete though.
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MrBaggins
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Yes. The problem is, that you don't want to allow the lazy tech developers to get something for nothing.
Heres a solution... Restrict the elastic bonus gained to the percentage of GDP that is dedicated to science. Thus, if a human or AI is behind in science, and is ignoring science development, he gains nothing. If he is concentrating on it, but behind, he gains a full bonus.
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MrBaggins
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Yes, but there is more to it than that:
The Gold/Science slider is almost always mostly science for a human player: he doesn't use much gold, except for rush buying, and science is important.
I was thinking of measuring other parts of the settings to determine the proportions of GDP, like production queues.
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MrBaggins
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I think that player to player "contact" is important, for tech spread. Beyond that... I'm not sure.
I don't think that tech proliferation was limited to the middle ages onwards.
I think that communication methods DO make a difference however. Writing, Seafaring, Radio and many other advances, have improved communication. Its a feature of human culture that knowledge will spread. These techs facilitated that to a certain degree.
I don't think specific advances should be less or more easily spread: all of the advances in the tech tree are ultimately important. In Civ, civs make choices which techs to persue, and tech spread can assist in those, where the situations merit.
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centrifuge
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quote: Originally posted by Solver
I'd rather say, that we want to implement a SDI system for intercepting nukes, but with a rather small chance of that happening. However, nukes travelling via space can not be intercepted. |
I disagree with this, nukes traveling through space should still be interceptable by an SDI defense. We have the tech to see things that are moving through space. So why would we not be able to track and target nukes flying through space if we could track and target those that are flying within the atmosphere.
Perhaps the SDI's chances of intercepting nukes could increase with tech discoveries.
I personally feel, however, that the nukes should remain as "units" destroyable by other units. One thing that I dislike about Civ3 is the way that aircrafts had become more automated. It's a good idea in theory, but implementation is crucial.
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