Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization II > Civ2-Test of Time > Nukes - Mutually Assured Destruction ?
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
29.Jul: MOVING UP ON REVISED `TOP 100` INDEX
29.May: GAME MECHANICS REFERENCE BOOKLET
06.Mar: DROPPING FROM SECOND TO THIRD

bottom of page
  - CIVILIZATION 2 from $6.95 - CIVILIZATION 2 from $4.25 - CIV2: TEST OF TIME from $2.50 - CIV2: MULTIPLAYER GOLD EDITION from $4.99
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
Kestrel is offline Kestrel
Warlord
Melbourne, Victoria, Australia
Jul 1999
time: 05:14
Question  Old Post 05-06-2000 10:17 Visit Kestrel's homepage!
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
Nukes - Mutually Assured Destruction ? Support Apolyton, buy Civilization III: Complete

With the new events structures and language in Civ2 - Test-of-Time - How hard would it be to build an event structure to replicate "Mutually Assured Destruction".

That is, if a Civ has discovered Nuclear Fission and has built a Nuclear Missile and is then fired upon by an opposing power with Nuclear Weapons, then the attacker also has one or more cities struck in retaliation - or some such thing. This would better replicate the real-world situation where nuclear powers treat each other differently that non-nuclear powers. Maybe also why so far we haven't had a Nuclear interaction since 1945.

At the moment , because Civ 2 is turn based, the attacking nuclear power has the advantage because he/she can destroy muxh of his/her opponents cities and troops prior to the attackee being able to retaliate.

Is there a set of events that we could program , using the various flags, that could wreak a little vengeance on the attacker to replicate retaliatory strike capabilities ? The level of Auto-vengeance might even be scaled to the number of nuclear weapons the attackee has ?

Any Ideas ?

I suspect that the programming difficulty would be with "free-flowing games" rather than "Scenarios" where one couldn't predict the Citynames or Civs that might be involved in the confrontation.

While you're at it, what about an events structure that creates "Universal Outrage" (Along the lines of when a spy is caught trying to plant a nuclear device) for any Civ using Poison Gas or some other such beyond the pale weapon.

See also the Call to Power 2 "General" forum - Topic: Nukes

Bromley is offline Bromley
Settler

May 2000
time: 05:14
Post  Old Post 06-06-2000 15:40
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Lose 30 kilos (of popups)

Could you edit the units so that a sub cannot be seen by any unit but has a poor attack value? This would allow you to hide your missiles offshore whilst not making the sub a super-weapon itself.

PapaMonkey is offline PapaMonkey
Settler
Hatfield, PA
Jun 2000
time: 05:14
Unhappy  Old Post 06-06-2000 20:43
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Support Apolyton buy from Amazon

The only problem I see with that is you have to make sure that the subs and the NUKES that they are carrying are from cities that are not taken out. Any unit that derives it support from a city you loose is immediately disbanded. Therefore if someone is nuking you and following in with Paratroopers (common stategy) and you loose a good deal of cities, you may still not have anything left to "Assure his destruction". I think you can even put missile units in airports, using them as missile silos. But this has the same drawback.

Bromley is offline Bromley
Settler

May 2000
time: 05:14
Post  Old Post 07-06-2000 02:28
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Support Apolyton, buy Civilization 2

Papa

Doh! I forgot.

Is it possible to edit units so they are built unaligned to cities? If so, you make the sub and missiles more expensive to build initially to offset this.

This also allows you top store nukes in "silos" and works quite smoothly:

1. When you build your first nukes they are based in cities.

2. Then, you build some "silos" and store some there to increase the number of targets that the enemy must first strike.

3. Finally, you begin building very expensive modified subs.

You could even include some sort of helicopter damage model to force your boomers to return for refit.

Of course, if you can't edit the city alignment to NONE then this doesn't work!

Steve

Bromley is offline Bromley
Settler

May 2000
time: 05:14
Post  Old Post 07-06-2000 03:46
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Support Apolyton, buy Call to Power 2

I've never written an event, but looking at the book it might look something like this (then again . . .). I can't figure out how to change the alignment of the nuke you've just created to NONE (or even to destroy it and create an unaligned one), so this event should create an extra NONE nuke in your capital city.

Of course, nuke production cost has to be modified *2. You can just about justify creating one aligned and one independent nuke by saying that loss of a city would compromise your command and control ability (EMP, codes, communications etc) to some extent!

@BEGINEVENTS
@IF
CityProduction
builder=Anybody
unit=[??nuke no.]
@THEN
CreateUnit
owner=[??Anybody]
unit=[??nuke no.]
Count=1
veteran=True
homecity=None
InCapital
locations
10,10
endlocations
@ENDIF
@ENDEVENTS

Mark von Wagner is offline Mark von Wagner
Prince
Albert in a Can
May 1999
time: 00:14
Post  Old Post 10-06-2000 10:11 Visit Mark von Wagner's homepage!
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Got spare money?

You can't edit a unit using events to change the home city. You can, however, use events to create a unit with NONE as the home city.

DarthVeda is offline DarthVeda
Emperor
My avatar! My precious!
Jan 1970
time: 00:14
Cool  Old Post 10-06-2000 23:20 Visit DarthVeda's homepage!
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Increase Your PM Length

If you're doing a scenario where the first turn is the nuclear shoot-off, there's an easy way to do this.

start the game with the attacking civ and let them launch their nukes. Have them be the last civ on the list of civs so nobodys turn is after them on that particular turn.

Then, when their turn is over and the next round begins, create a whole bunch of nukes for the first player (whose turn comes before the agressor)

DarthVeda is offline DarthVeda
Emperor
My avatar! My precious!
Jan 1970
time: 00:14
Thumbs up  Old Post 10-06-2000 23:24 Visit DarthVeda's homepage!
Edit/Delete Message Reply w/Quote
#8 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

OR, if you're doing it so that it isn't the first turn, you could put the player's nukes in limbo, or a second/third/fourth map called the "silo" that corresponds to a "silo" tile (teleport tile) in the real world.

The entire whole of the silo world could be impassible, so that the missile would launch from the silo and be protected.

You could have two kinds of nuke silos, one for the one nation and one for the other, but you would need two nukes so that one country couldn't enter the other's "silo"

There's no guarantee the AI would cooperate though.

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:14.
Apolyton Time is 00:14.
    top of page
Rate This Thread:
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0370 seconds (86.61% PHP - 13.39% MySQL) with 30 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net