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QuixotesGhost
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Something I've always wanted to see in a Civ game are simultaneous nuke launches. Player A launches his ICBMs at Player B, Player B gets a popup informing him that there have been launches detected from Players As silos, Player B gets to pick targets with his ICBMs and the nukes detonate at the same time.
I'd think it'd be pretty cool.
Possible fun ways to play around with this:
Perhaps, Only ICBMs are privy to this rule, so you could park some subs with tactical nukes off his coast and clobber him in a sneak attack. And if you used spies and found out an enemy had a tac nuke within striking range of one of your cities you could use diplomacy to make him move it. Cuban Missle Crisis in Civ!
Or Maybe, you only get the popup after you build the NORAD small wonder, giving you M.A.D. as a deterant before you get SDI as one.
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QuixotesGhost
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Nah, having preset MAD contingincies for each nuke would require way to much micromanagment. Everytime your alliances shift you'd have to change the targeting orders on every single ICBM you have. And what about the one ICBM you happened to forget?
Even though its not relalistic, being able to select your targets during the launches is just an abstraction of having your MAD contingincies already planned.
I don't think it'd cause too much problems with MP if you made it a specialized phase.
For example:
Player #1 does the unthinkable and decides he wants to start a shooting war with nuclear weapons. Immediatley Player #1 turn enters a special ICBM phase. He picks his targets. He doesn't finish his turn now, Instead the phase gets sent to the next player. Player #2, Player #3, Player #4, so on and so forth pick targets for thier ICBMs. After all players have picked thier targets, the ICBMs are resolved. Then Player #1 gets to finish the rest of his turn. Then the Turn gets sent to Player #2 and play resumes as normal.
You might even have a movie to go along with this phase to convey the gravity of the situation to the players. Something like a Dr.Strangelove or 13 Days general informing you that you have nukes inbound and that a massive widescale retalitory nuclear strike is the only decent course of action. You also gotta include some sort of "big board", with ballistic paths arcing back and forth across it.
Even though it sound like this might be kinda inturupting to the normal flow of the game, keep in mind that it would come up very rarely. Most people don't lob nukes back and forth on a whim.
Last edited by QuixotesGhost on 12-02-2004 at 21:30
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wrylachlan
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quote: Originally posted by lajzar
It wouldn't be a problem if within the military advisor there was a seperate MAD advisor who would list all nukes that have MAD orders set. | This still wouldn't eliviate the problem of having to reset the orders every time your diplomatic relationships change.
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QuixotesGhost
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QUOTE]IN civ 3 nukes do not destroy cities, nor do they destroy enemy ICBM's. SO if you attack someone with ICBM's, understand they will have the time and capability to respond once their turn comes UNLESS you coupled your nuclear attack with a lighting ground campaign that destroyed all their ICBM's on the ground.[/QUOTE]
True, True. But then again I don't really feel that Civ 3 nukes really convey the absolute desperation and madness of a full scale nuclear war. I would like to see their power upped somewhat. Probaly destruction of all military untis within the city limits, and reducing population to 1/4.
A failsafe switch might be intresting if you could quickly and easily set useful perameters for it as in "Attack Egypt's Military Centers" or "Attack Russia's Closest Cities".
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Fosse
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U.S.A.
Mar 2002 time: 23:33
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I like the MAD model proposed in the last thread:
ICBMs take two turns to get to their target. If someone shoots one at you, you are notified and have the chance to launch your arsenal before theirs impacts on the next turn. Thus, both sides are hit.
This incorporates MAD, makes nuclear exchanges longer and more exciting, and is more realistic than Civ 3's system in which ICBMs that are on the ground are just invincible.
The only downside was that nuclear exchanges wind up taking an extra turn. More than reasonable sacrifice for such a good system, in my opinion.
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