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Nemo
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of no one.
Apr 1999 time: 23:18
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that''s why i said "ICBM's" and NOT tactical nukes. second of all it takes hours for an ICBM to hit its target..it leaves the atmosphere and re-enters. upon launce our satalites pick it up and relay to command centers which have a reaction time, but still can get our nukes in the air before the incoming hit (hence the entire point of the cold war)
the first wave of attacks was to hit as many missle silos and military installations as possible. there are 1st wave and 2nd wave silos. 1st wave is for military installaitons targets, 2nd wave for densly populated cities. not all nukes were supposed to be launced in teh first wave
nukes were put on subs not becuse of a timed reaction fear, but because both the US and USSR both knew most of teh each others silo locations. so we put them on subs to constantly move the locations, as to not be knocked out during the 1st strike, in which case the other would not easlily know the locations of our retaliation or 2nd strike "silos" (i.e. subs)
I believe there was a line in one of my books on this...something like "the first to launch is the second to die" ...a summary of MAD 
in order to impliment the properly in civ3, ICBMs should be able to 'raze' a city on impact, with a 2 square radius pollution, whereas tactical nukes should have their current effect, or slightly more depending on one's preferences. this should be adjustable in the editor, as well, for those with differences of oppinions as to the strength of each type of nuclear attack.
Last edited by Nemo on 17-04-2002 at 07:18
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Zachriel
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U.S.A.
Dec 2001 time: 00:18
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quote: Originally posted by Nemo
the first wave of attacks was to hit as many missle silos and military installations as possible. there are 1st wave and 2nd wave silos. 1st wave is for military installaitons targets, 2nd wave for densly populated cities. not all nukes were supposed to be launced in teh first wave
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If one nation has missiles that can knock out the other nation's missiles, then there is no assured destruction.
ICBMs only take a few minutes to travel from Russia to the U.S., hardly time to verify the relevant information and reach a decision before initial impact; therefore the survivability of the missiles was paramount. Originally, they were put in hardened bunkers. This worked and MAD worked. Once missiles became accurate enough to knock out hardened missile silos, then other solutions were required in order to maintain MAD. Solutions included mobile ICBMs, bombers always on the alert, subs, etc.
In other words, you don't need an extra turn to simulate MAD. If the missiles are vulnerable to a first strike, then you don't have MAD. Put them on subs to protect your retaliatory capability. Then you can nuke 'em at your leisure.
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Zachriel
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U.S.A.
Dec 2001 time: 00:18
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quote: Originally posted by Nemo
a low orbit ICBM has a flight time of 1/2 hour (sorry, thought it was 1 1/2 hours), which is more then enough time to launch a counter nuclear strike. therefore our retalitory missles would be in the air before the incoming ICBMs would hit their launch pads...there again--mutually assured.
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Total flight time 90 minutes; however it takes several minutes to detect a launch, a few more to find and inform the president, who will certainly want some sort of confirmation before starting WWIII. What if the information is mistaken? Use them or lose them is the problem with standard, land-based missiles. Planners wanted more "assurance."
If you were correct in your reasoning, there would be no need for hardened silos, or mobile-icbms, or bombers always in the air, or sub-launched nukes.
BRITANNICA
Initially, long-range bombers had to be kept on continual alert to prevent them from being eliminated in a surprise attack. When ICBMs moved into full production in the early 1960s with such systems as the U.S. Titan and Minuteman I and the Soviet SS-7 and SS-8, they were placed in hardened underground silos, so that an unlikely direct hit would be required to destroy them. Even less vulnerable were submarine-launched ballistic missiles (SLBMs) such as the U.S. Polaris and the Soviet SS-N-5 and SS-N-6, which could take full advantage of the ocean expanses to hide from enemy attack.
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Nemo
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of no one.
Apr 1999 time: 23:18
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quote: Originally posted by Zachriel
Total flight time 90 minutes
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I forgot what the total flight time was so I looked it up on the military airforce URL, it is 30 minutes at >1000ft/sec. According to the US military, its 30 minutes. However, this is a figure for modern ICBMs; older ICBMs obviously took longer due to technological shortcomings.
quote:
If you were correct in your reasoning, there would be no need for hardened silos, or mobile-icbms, or bombers always in the air, or sub-launched nukes.
BRITANNICA . . . |
First off it is not just MY reasoning, it is the reasoning of both PhD profs that taught the two semesters of classes I had on "international warfare in the modern age" and "the cold war crisis" at Rutgers University. This includes the reasoning of the authors of the books I have read for the classes as well. Reading the "Britannica" and understanding the Britannica are two different things.
Note that the Britannica does not say a "surprise ICBM attack" there is a reason for this.
Ok, I am done with this nonsense for now; please go read some books, not just segments of an encyclopedia
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Zachriel
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U.S.A.
Dec 2001 time: 00:18
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BRITANNICA
In a celebrated RAND study of the mid-1950s, a team led by Albert Wohlstetter demonstrated that the air bases of the Strategic Air Command could be vulnerable to a surprise attack, after which retaliation would be impossible, thereby exposing the United States and its allies to Soviet blackmail.
The Delicate Balance of Terror by Albert Wohlstetter 1958:
http://www.rand.org/publications/cl...1472/P1472.html
Now I have a possible Civ3 solution!
The game pops up and tells you there is a certain percentage chance that the AI has launched an all out nuclear attack, say 30%. Then a 5-second countdown starts. If you want to launch a counterattack, then you must do so within 5-seconds, or sustain the attack and wait for your own turn to retaliate. If you launch on warning, then the game tells you that it was just a piece of space debris, or a computer glitch. Nevertheless, the AI retaliates.
To be fair, the AI must sometimes be provided inaccurate information allowing it to miscalculate and mistakenly launch a nuclear attack, too.

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pat01
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as a big civ2 fan (hundreds of hours and still played it till few months ago from time to time) i find Civ3 a big disappointment.
It's not that the game it's not good (well at times its really frustrating) but I expected a lot more.
And one thing that really disappointed me is the whole 'feel' of the game... in civ 2 the emphasis on wonders and discoveries was really big, with really really cool multimedia files, sound effects (I really liked to hear the crowd screaming and clapping) and a true great feeling thorughout the game...
The structure of civ3 seems 'back to the game' with the cut of all unnecessary things.
I dont like this...to me it was slightly more than a strategy game
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