OK guys, don't know about you, but I DEFINITLY feel that nuclear weapons are WAAAAY underpowered in this game!
So, in order to redress this imbalance, I would suggest the following changes.
1) i. If you hit a city of less than 3 pop (civ3 equivalent) then it is destroyed-leaving in it's wake a single colonist with 1 hp!
ii. If the city has <8 pop. then the population should drop by 1/3 (rounding up).
iii. If a city has >8 pop. then the population is halved (rounding up!)
2) The city square, and all squares within a 1 hex radius are 'polluted'-but with a special kind of pollution. There is an absolute minimum amount of time it takes to depollute such a square-no matter HOW many workers you put on it-and it takes twice as long to clean up as ordinary pollution. Plus you need a new tech in order to clean this pollution type.
3) Every turn that a city square is 'radioactive', there is an X% chance of a citizen becoming unhappy, and an X/2% of a citizen dying. These chances are increased for every tile, in the city radius, which is also radioactive.
4) If a city loses ALL of its population, due to radiation, then the city remains intact, but with a population of zero (meaning that it can be repopulated).
5) Each turn, one random hex-adjacant to a radioactive hex-has a % chance of becoming radioactive as well (fallout spread). The number of consecutive radioactive hexes will determine the chance of radiation spreading.
6) Units at the epicentre of a nuclear blast are totally destroyed-unless they are within a city, in which case 75% are destroyed, and the rest are reduced to 1 hp! The latter also applies to units 1 hex away from the epicentre. In addition, any unit trying to occupy a radioactive hex (or city) has a chance of losing 1hp per turn! This would prevent the use of nuclear weapons from being used as a means of taking a city from an enemy-as the radiation is JUST as likely to kill your units as theirs!
7) It should be possible, in the editor, to give different nuclear weapons variable 'attack strengths', to reflect both their different uses, and their increasing, overall strength over time. So some might be built to destroy cities, whilst others are intended to kill people, whilst leaving buildings intact. This same editor feature could likely be used to design biological and chemical weapons as well!
Anyway, those are just a few of my ideas, does anyone have any more, and do people think that my ideas will make nuclear weapons more 'fun', or less 'fun'?
Yours,
The_Aussie_Lurker.
So, in order to redress this imbalance, I would suggest the following changes.
1) i. If you hit a city of less than 3 pop (civ3 equivalent) then it is destroyed-leaving in it's wake a single colonist with 1 hp!
ii. If the city has <8 pop. then the population should drop by 1/3 (rounding up).
iii. If a city has >8 pop. then the population is halved (rounding up!)
2) The city square, and all squares within a 1 hex radius are 'polluted'-but with a special kind of pollution. There is an absolute minimum amount of time it takes to depollute such a square-no matter HOW many workers you put on it-and it takes twice as long to clean up as ordinary pollution. Plus you need a new tech in order to clean this pollution type.
3) Every turn that a city square is 'radioactive', there is an X% chance of a citizen becoming unhappy, and an X/2% of a citizen dying. These chances are increased for every tile, in the city radius, which is also radioactive.
4) If a city loses ALL of its population, due to radiation, then the city remains intact, but with a population of zero (meaning that it can be repopulated).
5) Each turn, one random hex-adjacant to a radioactive hex-has a % chance of becoming radioactive as well (fallout spread). The number of consecutive radioactive hexes will determine the chance of radiation spreading.
6) Units at the epicentre of a nuclear blast are totally destroyed-unless they are within a city, in which case 75% are destroyed, and the rest are reduced to 1 hp! The latter also applies to units 1 hex away from the epicentre. In addition, any unit trying to occupy a radioactive hex (or city) has a chance of losing 1hp per turn! This would prevent the use of nuclear weapons from being used as a means of taking a city from an enemy-as the radiation is JUST as likely to kill your units as theirs!
7) It should be possible, in the editor, to give different nuclear weapons variable 'attack strengths', to reflect both their different uses, and their increasing, overall strength over time. So some might be built to destroy cities, whilst others are intended to kill people, whilst leaving buildings intact. This same editor feature could likely be used to design biological and chemical weapons as well!
Anyway, those are just a few of my ideas, does anyone have any more, and do people think that my ideas will make nuclear weapons more 'fun', or less 'fun'?
Yours,
The_Aussie_Lurker.
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