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  • #16
    So what do you think of the anti-missile missile? It offers some defence while only being as good as the size of your arsenal.
    To doubt everything or to believe everything are two equally convenient solutions; both dispense with the necessity of reflection.
    H.Poincaré

    Comment


    • #17
      The Game:
      An improvement to SDI would be reducing the radius of coverage. Three squares makes it easy to use them as part of conquest (build in border cities and cover recently captured neighbors with the same SDI). How about 2 squares, or one? That way, there is still a useful defense against nuclear aggressors but you are in jeopardy of nuclear retaliation when you send your forces on the warpath.

      Reality:
      BTW, Diablo. ICBM's are usually ground-based, larger boosters, but could technically include SLBM's (sub-launched). An ICBM can carry a single warhead or multiple re-entry vehicle/ warheads. The latter are called MIRV's. Someone else correctly pointed out that "ballistic" has to do with the characteristics of its flight, not its destructive capability.

      Today, most nuclear missiles would carry H-bombs, and are not "100 times as powerful". A nuke is either a fission weapon or a fusion weapon, or tailored weapons like the neutron bomb.

      For good info, check out www.atomicarchive.com

      Comment


      • #18
        So what do you think of the anti-missile missile? It offers some defence while only being as good as the size of your arsenal

        I like it. The effectiveness of your defence based on the number of defences you have. Say each missile has a 20% chance of taking out any one nuke, and costs twice as much as a nuke. That would give you a choice, build nukes a la MAD or go for extra missiles for sheilding.

        I also think that SDI should become more efficient with each additional tech that is in that field. That way MAD is gradually removed rather than suddenly with a single tech.

        As they say Civ4 please.
        One day Canada will rule the world, and then we'll all be sorry.

        Comment


        • #19
          Arrgh! The previous reply was to be my absolut last one under this thread, and here I am writing yet another one. Im leaving for vacation on thursday, and I really havent the time.

          Originally posted by korn469
          i do think that they should add SDI to civ3, but i don't think it should be 100% effective...to me it shouldn't be more than 50% effective and it shouldn't come cheap either.
          A flat line 50% SDI effectivness isnt enough. It basically means that the attacker only have to hit the same SDI-protected city twice in a row, in order to completely nullify (yes, even below that) the strengthening effects of SDI-defence city-improvements. Two ICBM left-clicks instead of one...

          one single building or wonder should not render an entire arsenal obsolete
          One extra nuclear missile per attacked SDI-city should not render an expensive SDI-wonder + an entire arsenal of SDI-defence city-improvements obsolete.

          Take that!

          so SDI should work the same for all
          And they do with my idea: Variably effective SDI-defences, is just as effective for other civs that have the exact same variable number of Nucs. But this wasnt exactly what you had in mind with above quote, I guess.

          Originally posted by Grumbold
          So what do you think of the anti-missile missile? It offers some defence while only being as good as the size of your arsenal.
          Do you mean an Anti-missile missile (hmm) that only intercepts incoming nucs - and not functions as nuclear bombs themselves?
          If so - then thats an idea that have nice potential. I dont like any percentage probabilities though - either you have enough of these SDI-missiles to intercept incoming nucs (= 100% protection), or you havent (= 100% failure). Its a one vs one unit affair. If you run out of SDI-missiles, and the attacker keeps on sending nucs at you - well...

          ------------ edited:
          If above implemented, then SDI-defence city-improvements must be replaced with SDI-units instead. These "units" cant move around - they dont have to, just as point-and-click ICBM:s dont have to move around either.
          ------------------

          Personally I would still prefer my own model, but I think that your idea have potential also. Any further explanation how you want this idea implemented? If so, write a reply about it before thursday, so I have time to read it.
          Last edited by Ralf; July 9, 2001, 18:54.

          Comment


          • #20
            Grumbold

            the anti missle idea is pretty good...give them a very short range, like the square they are in and all of the surrounding squares, make them cost 75% of a nuke and have a 75% chance of intercepting a nuke (so if nukes cost 160 make them cost 120) and make them a one time use unit i think that would work just fine and it would lead to building up both your nculear arsenal and your anti missle force

            however i think that only one of the ideas can work in civ3, either an SDI building or an anti missle unit, there probably isn't room in civ3 to have both, though i think the anti missle units would probably be more fun...though if it's true that civ3 will only have 60 units i doubt anti missle units will be one of them

            Earwicker

            An improvement to SDI would be reducing the radius of coverage. Three squares makes it easy to use them as part of conquest (build in border cities and cover recently captured neighbors with the same SDI). How about 2 squares, or one
            i agree completely!!!!

            Ralf

            A flat line 50% SDI effectivness isnt enough. It basically means that the attacker only have to hit the same SDI-protected city twice in a row, in order to completely nullify (yes, even below that) the strengthening effects of SDI-defence city-improvements. Two ICBM left-clicks instead of one
            first thing that it is a 50% to intercept each nuke launched against that city, so if five nukes gets launched against your city you have about a 3% chance of not getting hit at all, whereas if SDI was 75% effective you'd have about a 24% chance of not getting hit at all and if SDI was 95% effective you'd have about a 77% chance of not being hit at all from five nukes

            but really if five nuclear salvos are pointed at your city which is 800 shields in civ2 you almost deserve to get hit...either you have alot of enemies or one really powerful enemy...for 800 shields they could build 13 howitzers...and i really doubt that a city could hold off that many howitzers especially not with only like between 80-320 shields (which is the price range SDI will fall into if nukes still cost 160 shields)...so if an SDI building cost about the same as a nuke or even more it is still worth it

            and another point you are missing is that with MAD there is not two left clicks instead of one...one push of the infamous red botton and every single active nuke on the planet fires at their targets simultaneously that means if that civ attacks you with nukes and they have enemies armed with nukes then they get attacked when they attack you

            however we are arguing about a moot point here, i can almost guarantee that firaxis will not tie SDI effectivness to the number of nukes you have on hand, because it really doesn't make much sence in civ terms and this is why

            1. you get rewarded for not playing effectively
            2. nuclear wars will be a rather rare occurance once more than one civ gets nukes because of MAD and negative diplomatic repercussions...so a peaceful civ will probably not get nuked
            3. it is nor fair or balanced and it adds little to making the game better

            all i'm saying is that i'm positive that civ3 will have nukes, and i am almost positive that civ3 will also have SDI present in some form or another...i just hope that firaxis doen't make SDI too effective because it will just lead the human player to out tech the AI and build a protective shield

            once that is done the player will nuke the AI back to civ 1

            MAD prevents nuclear wars because it removes nuclear first strike capability from the game so there are harsh consequences associated with nuclear war (as in real life)

            SDI encourages nuclear war because it basically reintroduces the element of first strike capability into the game and selectively removes the consequences of a nuclear war for one civ

            the better SDI is the more likely nuclear war mongers are going to use it to give them an advantage in waging nuclear war...

            and if SDI would be more effective for one civ than another it should come from playing effectively

            for example

            building SDI in all of your cities
            your tech level
            a wonder (or mini-wonder)
            if you are using nationalism and are in a state of war or if you are at peace
            etc.

            SDI shouldn't be more effective because your civ thinks more good thoughts than the other civ

            that's all for tonight

            Comment


            • #21
              Originally posted by korn469
              and another point you are missing is that with MAD there is not two left clicks instead of one...one push of the infamous red botton and every single active nuke on the planet fires at their targets simultaneously that means if that civ attacks you with nukes and they have enemies armed with nukes then they get attacked when they attack you
              Korn469, please dont go "over the top" with this idea. ALL whats really needed is a chance for the attacked empire to manually point-and-click a similar sequence of ICBM attacks, before the mushrooms in each empire starts to appear. It really doesnt have to be more complicated then that - and NO, it isnt necessarily a goal in itself to make everything exactly as in real life. Its an abstract & fun game first and foremost, with gameplay only repercussions. Some Civ-3-customers probably "want to have fun with their nucs" (but they should get harder backlash-effects to deal with, this time around), while others hate the very idea of getting a forced upon ICBM-arms race stuffed down their throats, as the supposed "only way" to avoid getting nucked.

              however we are arguing about a moot point here, i can almost guarantee that firaxis will not tie SDI effectivness to the number of nukes you have on hand, because it really doesn't make much sence in civ terms and this is why

              1. you get rewarded for not playing effectively
              2. nuclear wars will be a rather rare occurance once more than one civ gets nukes because of MAD and negative diplomatic repercussions...so a peaceful civ will probably not get nuked
              3. it is nor fair or balanced and it adds little to making the game better
              You really cant "almost garantee" anything at this stage - neither can I. And dont even pretend that there is some kind of objectivity in above statements - its just subjective viewpoints. Just as I have my own subjective viewpoints on the subject also.

              MAD prevents nuclear wars because it removes nuclear first strike capability from the game so there are harsh consequences associated with nuclear war (as in real life)
              It doesnt do anything of the kind - not in real life (I think we are heading for world-war scenario within the next 15-30 years - with at least some usage of ABC-weapons), nor in the Civ-game.

              SDI encourages nuclear war because it basically reintroduces the element of first strike capability into the game and selectively removes the consequences of a nuclear war for one civ.
              And this is exactly the reason why I want those SDI-defences only gradually protective from 100% and downwards, depending on how many nucs you currently own and/or use (and perhaps also how much offensive conventional military power you currently have, as well - I dont mind if that factor also gets added to the equation).

              About "selectively removes...": Well, I for one thinks theres some thruth in the biblical prophecy of "sheeps" and "goats", although I dont believe that "being religious" in itself, garantees anything. We all know that believing in God doesnt outrule a warlike/cruel attitude, and likewise not believing doesnt necessarily outrule a more humane and peaceful attitude.
              For me, the possibility that (at great sacrifices, and under certain strict conditions) I can get almost 100% nuclear protectiveness symbolizes that peaceful escape-alternative. Whether unreliable physical SDI-defences is likely to pull it of is totally irrelevant, because for me, they only acts as symbols for more powerful spiritual destiny-laws.

              the better SDI is the more likely nuclear war mongers are going to use it to give them an advantage in waging nuclear war...
              SDI-derfences should only work 100% effective together with no-nuces owning peaceful civers (perhaps weak offensive conventional military power should play a role also), uninterested in military world conquest. I thought I explained that. Also; it only does so gradually, late in the tech-tree, and at great personal costs/investments.

              and if SDI would be more effective for one civ than another it should come from playing effectively
              In order to get 100% effective SDI-improvements you pretty much have to play effective - infact MORE effective then the average civ-warmonger. The reason to this is that the SDI-tech is stuffed away at the far end of the tech-tree, and you have to build an expensive Wonder; and you have to build expensive SDI city-improvements as well (or SDI-units with Grumbold's idea); and with my idea; you have to take a military risk by avoiding Nucs and also too many offensive conventional weapons.

              SDI shouldn't be more effective because your civ thinks more good thoughts than the other civ
              Well, what can I say, except that I dont agree, of course.
              Last edited by Ralf; July 10, 2001, 12:48.

              Comment


              • #22
                Originally posted by Ralf
                Do you mean an Anti-missile missile (hmm) that only intercepts incoming nukes - and doew not function as a nuclear bomb themselves?
                yes, thats the idea. You would not want the anti-missiles to be nuclear as their radition would be falling on or near your soil unless you could intercept really early.

                Originally posted by Ralf If so - then thats an idea that have nice potential. I dont like any percentage probabilities though - either you have enough of these SDI-missiles to intercept incoming nucs (= 100% protection), or you havent (= 100% failure). Its a one vs one unit affair. If you run out of SDI-missiles, and the attacker keeps on sending nukes at you - well...
                A % survival rate ties in with the spy survival concept and it makes the beancounters unable to totally predict the outcome. It does of course mean save-reload syndrome may be enhanced in the 1 player game. On the whole I agree that 1-1 is best but that is what playtesting is for.

                Originally posted by Ralf
                If above implemented, then SDI-defence city-improvements must be replaced with SDI-units instead. These "units" cant move around - they dont have to, just as point-and-click ICBM:s dont have to move around either.
                Yes, they would be units and consequently carry a support cost per unit, making it as expensive to have a huge anti-nuke arsenal as it is to have a massive nuke arsenal. Hence the arms race possibilities because you always need more anti-nukes than your enemies have nukes and vice versa....

                Depending on how they are implemented they would either:
                - have to be stationed within a certain distance of the tile under attack to be effective.
                - cover the entire country from any location and just launch on order to protect from any attack.

                In either case it would need manual intervention to decide whether to counter each attack otherwise you could sucker all the missiles to defend against outlying targets then leave the most important targets to last in the hope that the anti-nukes were exhausted.

                Movement would be needed to allow the industrial cities to produce the nukes and then distribute them around the map (otherwise conventional capture of key cities could capture the entire nuclear protection arsenal). Movement should not be needed during the actual nuclear exchange, just a click to say whether each nuke will be intercepted and another to say from where, if it matters.
                To doubt everything or to believe everything are two equally convenient solutions; both dispense with the necessity of reflection.
                H.Poincaré

                Comment


                • #23
                  Ralf

                  Korn469, please dont go "over the top" with this idea. ALL whats really needed is a chance for the attacked empire to manually point-and-click a similar sequence of ICBM attacks, before the mushrooms in each empire starts to appear.
                  Ralf your above fix cannot work in civ3 because of a couple reasons

                  first you have got to consider how any idea is going to effect PBEM...and your idea would absolutely destroy PBEM because there is only two ways to implement your idea, either there has to be manual confirmation of launching a nuke or nukes have to take hit on the next turn which would leave the game open to abuse

                  with manual confirmation lets say you have seven players in a game and six of them have nukes, on the first player's turn he launches a nuke against player 7, then before the turn can go on, the turn has to be sent to player 7 to confirm that he is launching a nuke back at player one, player one then launches a nuke at player 3 before the turn can go on player 3 has to decide if he wants to nuke player 1 or not, player 1 then decides to nuke player 7 again, before the turn can go on player 7 has to decide if he wants to nuke player 1 back or not...so only three nuke attacks have happened so far this turn but it has already taken forever, a large scale nuclear war instead of happening in a split second is going to take way way way too much time...so that system doesn't fly...maybe if civ3 multiplayer didn't have PBEM it would work, but if civ3 doesn't have PBEM you are going to have a bunch of unhappy people

                  the other way is for nukes to take one turn to hit, and then they hit one at a time...well this wouldn't work because if my city was getting nuked the first thing i would do would be to save all of the units i had stationed in and around my cities...if my cities might actually be destroyed then i could sell off improvements and do whatever else i needed to minimize the damage from a nuclear attack...which is absolute crap

                  my implementation of MAD has neither of those flaws...it doesn't break PBEM and it doesn't let players minimize damage from a nuclear war...and like MAD in real life it acts as a deterant against nuclear war

                  Some Civ-3-customers probably "want to have fun with their nucs" (but they should get harder backlash-effects to deal with, this time around), while others hate the very idea of getting a forced upon ICBM-arms race stuffed down their throats, as the supposed "only way" to avoid getting nucked.
                  in SMAC nukes were way more powerful than what has been proposed for civ3 (the most powerful nuke had a range of 22 squares and could destroy a 16 square area completely...it was not uncommon for one nuke to completely destroy three or four cities) however very few people complained about being nuked by the AI...for one thing the AI wasn't trigger happy (if you got nuked more than likely it was the hive)...for another the AI hardly ever got nukes before the player, if the player was that bad the game would be over before nukes were actually needed, or the player would be ages ahead of the AI...in multiplayer you just didn't have any protection except launching a first strike up until Orbital defense pods (which had a 50% chance of intercepting one nuke per turn btw) which came way after nukes...however in a cut throat MP game a peaceful player wouldn't have to worry about an ICBM arms race getting shoved down their throats...they'd already be dead

                  You really cant "almost garantee" anything at this stage - neither can I. And dont even pretend that there is some kind of objectivity in above statements - its just subjective viewpoints. Just as I have my own subjective viewpoints on the subject also.
                  yes i can almost guarantee my statement...the civ franchise has been around since 1989 and in the past 11 years they have never implemented an idea like yours except maybe on the easiest level

                  now if we are talking about the easiest level i am all for your idea...civ newbies should have 100% effective SDI, while the computer should not...all of the complaints you have presented in defense of your flawed idea sounds like what a newbie whines about

                  "whaaa...mommy the evil AI nuked me...whaaaa...i didn't wanna build ICBMs for defense, mommy you always said ICBMs were baaad!...whaaaa...why can't i have better SDI than that mean old AI? i was the good guys....whaaaaa...why did this happen to me mommy?

                  if the AI or a human continues to nuke your civ their are steps that can be taken to prevent that from occuring...MAD is just one part of the equation...you can cut off your opponents uranium supply either through diplomacy or force, and this will prevent them from building a nuclear arsenal in the first place...also being at war with the entire world will keep most rational people from nuking unimportant targets...if crazy terrorist do get their hands on a nuke they are going to nuke wall street or the white house or the pentagon, not a curling match in montana (you know the sport with brooms) and that is about as much threat your civ sounds like it is going to be

                  also what is so subjective about

                  1. you get rewarded for not playing effectively
                  2. nuclear wars will be a rather rare occurance once more than one civ gets nukes because of MAD and negative diplomatic repercussions...so a peaceful civ will probably not get nuked
                  those are objective statements...your idea would be the same as saying that if you have the smallest army in the game all of your troops should get an extra 50% defense bonus, or saying if you didn't build any marketplaces that each one of the squares you work should provide one extra trade arrow

                  everyone one of those examples including a civ without nukes should get 100% effective SDI is an example of being rewarded for not playing as well as you could

                  two is not subjective at all...if there are lots of negatives to using nukes then they won't be used as much

                  point three is subjective but i think i have good reasons for thinking the way i do

                  It doesnt do anything of the kind - nor in real life (I think we are heading for world-war scenario within the next 15-30 years - with at least some usage of ABC-weapons), nor in the Civ-game.
                  Mutual Assured Destruction does prevent nuclear wars between rational people, because nuclear war is an application of game theory...a recognized field of study, the person who came up with MAD was a pioneer in game theory and he used those principles to prove his idea, which has worked for half a century...check out this link...it talks more about game theory and it explains the prisoner's dilemma



                  by adding SDI into the equation makes nuclear war a virtual approximation of the prisoner's dilemma

                  if WW3 does happen and it involves nuclear weapons then the entire world is going to suffer worse than what it ever has...and SDI could not prevent that

                  About "selectively removes...": Well, I for one thinks theres some thruth in the biblical prophecy of "sheeps" and "ghoats", although I dont believe that "being religious" in itself, garantees anything. We all know that believing in God doesnt outrule a warlike/cruel attitude, and likewise not believing doesnt necessarily outrule a more humane and peaceful attitude.
                  For me, the possibility that (at great sacrifices, and under certain strict conditions) I can get almost 100% nuclear protectiveness symbolizes that peaceful escape-alternative. Whether unreliable physical SDI-defences is likely to pull it of is totally irrelevant, because for me, they only acts as symbols for more powerful spiritual destiny-laws.
                  more people have probably been killed in the name of a long list of gods than for any other reason...even jesus was cruxified though he was definantly a lamb, and he was cruxified because he upset jewish religious leaders backed by the romans by claiming he was the son of god...

                  and now you are saying that SDI (which is a completely defunt US military program, that has been replaced by a contriversial plan that would only be able to stop very small attacks from pariah states and accidental launches...but would never ever stop a full scale nuclear attack) should be in the game and represent some kind of spirtiual defense against nuclear missles because it just seems like bad things shouldn't happen to good people...that is really not a reason to include 100% effective SDI in civ3

                  In order to get 100% effective SDI-improvements you pretty much have to play effective - infact MORE effective then the average civ-warmonger. The reason to this is that the SDI-tech is stuffed away at the far end of the tech-tree, and you have to build an expensive Wonder; and you have to build expensive SDI city-improvements as well (or SDI-units with Grumbold's idea); and with my idea; you have to take a military risk by avoiding Nucs and also too many offensive conventional weapons.
                  well that isn't going to happen in most circumstances, and i can guarantee that also

                  basically you have to play like a superman, and leave yourself completely open to attack before your missles get better aim because your civ is one of a bunch of nice guys...just because you are too stubborn to either protect yourself with ICBMs of your own, or are too scared of the possibility that you might get nuked to rely on peaceful diplomatic options to protect your empire

                  well any newbies whining about getting nuked aren't going to be able to pull this off in multiplayer, because a big conventional force will either roll over them because they don't have suficient defenses against that, or a group of spies will sabatage their SDI and they will get nuked off the planet...or when they start on their first 100% effective SDI then it will be time to launch a nuclear attack on them while the window of oppertunity still exists

                  Grumbold

                  In either case it would need manual intervention to decide whether to counter each attack otherwise you could sucker all the missiles to defend against outlying targets then leave the most important targets to last in the hope that the anti-nukes were exhausted.
                  unless they acted automatically, then i am afriad that the manual intervention would break PBEM for the reasons i stated above

                  p.s.

                  is it just me or is this one of the best active debates going on in the civ3 section of apolyton
                  Last edited by korn469; July 10, 2001, 13:32.

                  Comment


                  • #24
                    Originally posted by Grumbold
                    Depending on how they are implemented they would either:
                    - have to be stationed within a certain distance of the tile under attack to be effective.
                    - cover the entire country from any location and just launch on order to protect from any attack.
                    I believe the second alternative is the best one. Since a nuclear attacker can point-and-click (just a quick question: we talking about the point-and-click method as if it was already a confirmed feature - is it really?) ICBM:s from any city or silo (if implemented) to any foreign city/silo/unit on the map, without any (or at least few) action-radius restrictions - why shouldnt SDI-missiles have the ability to cover/protect an entire empire, according to the same action-radius restrictions (if any). After all, these SDI-missiles is just as "inter-continental" as the ICBM:s are. The interception occurs in the highest point of the trajectory, I believe.

                    In either case it would need manual intervention to decide whether to counter each attack otherwise you could sucker all the missiles to defend against outlying targets then leave the most important targets to last in the hope that the anti-nukes were exhausted.
                    Perhaps one could choose between how many SDI-units should protect the entire empire, or how many should concentrate protecting only important key-cities, and ignore other attacs. Each time a SDI-unit is produced, the default status is intercept everything. With a special belong-to command you can have it guard key-cities only.

                    Movement would be needed to allow the industrial cities to produce the nukes and then distribute them around the map (otherwise conventional capture of key cities could capture the entire nuclear protection arsenal).
                    Yes, you right. Didnt thought about that.

                    Originally posted by Korn469
                    first you have got to consider how any idea is going to effect PBEM...and your idea would absolutely destroy PBEM
                    Civ-3 is a turnbased game and every player contributes in a rigid sequential order - also in PBEM-games. The problem you describe can easily be solved. Heres how to do it:

                    ------------
                    Below example has been edited somewhat. Read again:
                    ------------

                    If player one launches an ICBM-attack at (lets say) turn 470, the game temporarily "slows down" to half-turn ICBM-mode, meaning that the next turn is counted as "470.5" (Its still feels as regular new turn for each player, though).
                    However, the ONLY thing each player/civ can do in "half-turn ICBM-mode" is to initiate nuclear strikes & counter-strikes. They cannot do anything else then exactly that: initiate nuclear strikes & counter-strikes (alternatively; just passively do nothing; pass the half-turn). Nothing else happens under "half-turn ICBM-mode"; no nuclear explosions, no conventional combat-unit moves, no production- and diplomacy-updates - nothing. Everything else freezes temporarily.

                    If only counter-strike responses is launched in "half-turn ICBM-mode" (and no new strikes), then the game turns to a regular fullblown turn - turn 471, that is. IF however some new strikes is launched under "half-turn ICBM-mode" a new ICBM battle-turn; turn "470.5 - version b" is executed.

                    Once there is no new strikes, and then everybody have proved that MAD-setups isnt secure in the game either , the game finally turns to a regular fullblown turn - in above example; turn 471. Then - and only then nuclear explosions starts to pop up all over the place. Each player can now continue with other regurlar activities and moves - cleaning up the mess.

                    "whaaa...mommy the evil AI nuked me...whaaaa...i didn't wanna build ICBMs for defense, mommy you always said ICBMs were baaad!...whaaaa...why can't i have better SDI than that mean old AI? i was the good guys....whaaaaa...why did this happen to me mommy?
                    Korn469 - it isnt a question of "too hard competition" - believe me, it really isnt. Having MAD-setups as the only "secure" way of fending off nucs, is instead (at least for me) a question of decreased fun & gameplay, with fewer & mentally more narrow (dont feel offended - Im talking in generic terms here) real life & gameplay-alternatives to achieve nuclear safety.
                    Civ-3 is first and foremost aimed at entertaining gamers. And I for one, just cant feel "entertained" with that stupid nuclear MAD-philosophy stuffed down my throat. As an alternative? Yes. As the only nuce-safe end-game option? No thanks!!

                    is it just me or is this one of the best active debates going on in the civ3 section of apolyton
                    Somehow it always seems to heaten up the days directly before one is forced to leave for pre-arranged vacations. I wonder why?
                    Last edited by Ralf; July 10, 2001, 18:01.

                    Comment


                    • #25
                      Ralf

                      If player one launches an ICBM-attack at (lets say) turn 470, the game temporarily "slows down" to half-turn ICBM-mode, meaning that the next turn is counted as "470.5" (Its still feels as regular new turn for each player, though).
                      However, the ONLY thing each player can do in "half-turn ICBM-mode" is to initiate nuclear strikes & counterstrikes. He cannot do anything else then exactly that: initiate nuclear strikes & counterstrikes (alternatively; just passively do nothing). Nothing else happens under "half-turn ICBM-mode"; no nuclear explosions, no conventional combat-unit moves, no production- and diplomacy-updates - nothing. Everything else freezes temporarily.

                      Then everybody have proved that MAD-setups isnt secure in the game either , the game finally turns to a regular fullblown turn - turn 471, that is. Then - and only then nuclear mushrooms starts to pop up all over the place. Each player can now continue with other regurlar activities and moves.
                      all that does is add an entirely useless turn to the game, if you had it automatically occur that could save quite a bit of time in a 7 (if what the reviews say it could possibly be a 16 player game) player game, and it would achieve the same results, because once the nukes start flying probably almost all nukes are going to get launched, because to implement your idea either you wouldn't know where the nukes were coming from and all you would know is that somebody started a nuclear war

                      or to make it fair for all players and let people know where the nuclear attacks were coming from you would have to have at least two half turns, because the first player to launch nukes wouldn't know where they were coming from and it wouldn't be fair

                      Korn469 - it isnt a question of "too hard competition" - believe me, it really isnt.
                      i know the AI sucks, and in a multiplayer game you aren't going to use your peacenik strategy anyways (except for a diplo game or a special scenario like start)

                      Having MAD-setups as the only "secure" way of fending off nucs, is instead (at least for me) a question of decreased fun & gameplay, with fewer & mentally more narrow (dont feel offended - Im talking in generic terms here) real life & gameplay-alternatives to achieve nuclear safety.
                      for one thing as i have stated in my other posts MAD is not the only way to fend off nuclear agression

                      the main way would be diplomacy...and like i have said before, in civ3 there will be special resources, one of those special resources will be uranium, which will be required for building a nuke (as far as we know)...you cut off a civ's supply of uranium you prevent them from building nukes...firaxis has said that it would put special resources in big clusters to encourage trade...so this means diplomacy alone could prevent a civ from gettings nukes

                      also there could possibly be a nuclear nonproliferation treaty that if ratified would make any civ trying to get nukes a pariah state hated by all

                      you could also use conventional forces to secure uranium deposits, or you could use bombers, or partizans, or spies, or whatever means available to cut off high production cities from the uranium supplies (cut the roads, that civ is no longer connected to the trade grid, and it can no longer produce nukes)

                      also from one of the civ3 reviews (the game spy E3 review i think) it mentioned that being at war would lower a civ's culture score...so if you take part in a nuclear war i'm sure that you are going to take a big hit to your culture rating and culture sounds like it is going to be very important, so it might be advantageous not to build nukes because of culture...i'm sure that high body counts will only hurt you in civ3

                      all of those ways are more realistic and more fun (yes thats subjective) to prevent nuclear destruction of your empire

                      i agree MAD doesn't make nuclear war a thing of the past, it just gives your enemies a huge inncentive for not attacking you because they will take significant damage also...but if a nuclear war occur the arms race it took to make MAD effective would amplify the damage sustained in a nuclear war...but hey that is life and it's better than one side getting to nuke the other off the map just because they happened to get a turn first

                      Civ-3 is first and foremost aimed at entertaining gamers. And I for one, just cant feel "entertained" with that stupid nuclear MAD-philosophy stuffed down my throat. As an alternative? Yes. As the only nuce-safe end-game option? No thanks!!
                      well most players like building nukes, so many will feel entertained by nuclear arms race in the late game...I for one would feel entertained by that...also it is not the only option for a nuke safe end game...i have already listed a number of other options keeping you safe from nuclear war

                      plus if you don't wanna build nukes then don't...alderan(sp?) was a peaceful world, they didn't even have any weapons and that didn't stop the empire from obliterating them...you might not be safe from nukes but at least you upheld your values

                      also you have already backed down on your original position because i guess you realized how unworkable and unbalanced it was

                      the SDI-defence is still there for nuclear-attack immunity. The more nucs you have though, the less effective these SDI-defences becomes. For complete SDI-safety you cannot build & own any nucs at all. I realize that some civers gets pissed off by this weighted trade-off.
                      you have changed it to this

                      In order to get 100% effective SDI-improvements you pretty much have to play effective - infact MORE effective then the average civ-warmonger. The reason to this is that the SDI-tech is stuffed away at the far end of the tech-tree, and you have to build an expensive Wonder; and you have to build expensive SDI city-improvements as well (or SDI-units with Grumbold's idea); and with my idea; you have to take a military risk by avoiding Nucs and also too many offensive conventional weapons.
                      having no nukes, building a wonder, and having a very small conventional force is a big change from your orignial idea...and will lead to your civ being overran by conventional forces

                      and if i know you are building SDI i am going to nuke you before it is finished since nukes comes earlier and i will have at least a few before you can get SDI

                      but could everyone answer me two questions

                      we all agree with some form of MAD in the game so that one side wont have a first launch advantage because they get their first turn right?

                      also we all agree that nukes need a little more power and more negative consequences for using them than in civ2 right?

                      thanks!

                      Comment


                      • #26
                        Originally posted by korn469
                        all that does is add an entirely useless turn to the game...
                        Why useless? Since only the initiation of ICBM-attacks & counter-attacks gets dealt with, these "half-turns" goes very quickly. Anyway, I have edited that example somewhat - read again. I shall see if I have time to respond to your other comments in your last thread tomorrow instead.
                        Last edited by Ralf; July 10, 2001, 18:50.

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                        • #27
                          My vision of MAD

                          I think I was the one to suggest this model of MAD to Korn back in the other thread (why did we move to this one, anyway?). I gave a very cursory idea of what I had in mind.

                          Now this thread has devolved into an argument between Korn and Ralf, and my comments will probably be ignored for not taking part in that argument. Oh, well.

                          Anyway, I want to declare what I envision for a good implementation of MAD in civ3.

                          1. When you build a Nuclear Missle, you can target it toward a city or anywhere else in its range. You may retarget it anytime it is your turn. it goes to sleep while it is targeted. if you want to fire it, you can either wake it up and have it head toward it's destination, or choose a destination and fire that direction.

                          2. Nuclear missles can only be moved by land or water until they are fired. you can also build silos (a tile improvement) to house your nukes outside the cities (so your citizens don't get so upset at curling up next to a missle. if they are not in a city, silo, or nuke capable ship (like a sub) THEY CANNOT BE FIRED.

                          3. there is also the infamous "Red Button" that is available once you have shootable nukes. when you hit that button, you have the option of firing all of your nukes that are targeted at a certain country, all of your targeted nukes at once, or cancelling.

                          4. If you are nuked on somebody elses turn, you have the option of firing all your nukes tageted at them, all your targeted nukes at once, or doing nothing and letting your cities burn. notice, same choices as when you push the "Red Button" on your turn. Important note: You cannot retarget your missles after someone has launched against you . If you don't have enough nukes pointed at them, sorry, you're SOL. same if you were more worried about the neighbor and didn't target enough at the guy who did nuke you.
                          Of course, if it's your turn, you can retarget missles to your hearts content before hitting the "Red Button".

                          5. I envisioned a prompt coming up on my screen whenever an enemy civ launched. I was thinking of single player and direct connect games. PBEM hadn't crossed my mind. I imagine in that case, a preset choice is listed in your game, and you automatically nuke them back if they nuke you on your turn. Or you could be an A**hole and have it set to nuke everybody if anyone flings one at you.

                          Anyway, that's what I had in mind.

                          About SDI's:
                          Firaxis has stated that nukes will be in the game, but their time will pass and become obsolete. or something to that effect. if anyone could dig up the reference, I would be grateful.

                          The possibility exist that SDI's will remain in the game, virtually unchanged. I personally like the Idea of an SDI being not a 100% guarantee. I don't know exactly how to go about that, though.

                          About being a game ender:
                          Even if they destroy cities entirely (and I vote for this heartily. Nukes should be used to destroy, not conquer), they won't be neccessarily an end to the game. cities can be rebuilt, although it may have turned from a prime city site to a crappy city site. unless you saturation bomb a continent. there will probably still be a way to clean it up, even so.
                          Any man can be a Father, but it takes someone special to be a BEAST

                          I was just about to point out that Horsie is simply making excuses in advance for why he will suck at Civ III...
                          ...but Father Beast beat me to it! - Randomturn

                          Comment


                          • #28
                            ralf

                            ok i was too harsh when i said your nuclear war turns were useless and i appologize...they actually aren't useless and the way you described in the edited version of your idea is certainly workable, but it violates a rule you yourself laid down early on in this discussion

                            dont try to "make a game within a game" of this. Keep it simple - just implement the quintessential idea, without too many distractive details.
                            the half turn implementation does have one advantage over an atuomatic strike feature, it allows very precise attacks and counterattacks to happen, one can deploy their nuclear forces in the most effective and most appropriate way possible

                            with automatic strikes if the india civ launches a nuclear strike against the chinese civ, then all nukes launch and then the US, the russian, the english, and the french civs launch their nukes also, and that idea might have to be tweaked some, because this could be a problem and could open the game to abuse where if the mongolian civ developed nukes and no nuclear missles were pointed at them they could launch a nuke against the indian civ and basically get the US to anihilate their archenemies the russian civ through the horrible nuclear chain reaction

                            your idea of half turns gets around that but with a few tweaks the automatic system could not be open to the abuse i mentioned above...your idea also would allow appropriate use of force against an enemy but there is one penalty to using your idea

                            it adds in extra baggage to the nuclear war model...under less than optimal circumstances you could have a number of miniturns and in a large PBEM (from 5 players to maybe as many as 16) this could get tedius especially if out of sixteen players only three were doing most of the action...if 16 players were in the game there could possibly be as many as 6 miniturns so you could spend a few days stuck in the miniturn phase if your game averaged about 2 turns a day...hehe that would be almost as long as the entire cuban missle crisis

                            however that would be the worst case scenario it could possibly work, but i do think that it has the potential to bog down the game when an automatic system could be just as good and be instantaneous

                            to make the automatic system better you need these rules, if your civ is attacked and it has nukes targeted at the civ that attacks it then it retaliates or if you have an ally with nukes targeted at the civ that attacks you then your ally retaliates against that civ, however if neither your civ nor any of your allies have nukes pointed at the civ that attacked you then nothing else happens...if you you or your allies retaliates against the civ that nuked you and it has allies with nukes pointed back at you or your allies then they retaliate and so on and so forth until no civ retaliates...also you should have to break an alliance before you can attack a civ and you shouldn't be able to target allies, one last rule is if you retarget a nuke on a turn it shouldn't be able to launch that turn...with those rules i don't think you could abuse the system

                            ok in summary

                            both systems are an implementation of MAD and they are both better than the civ2 system

                            your miniturn idea gives better control over nuclear strikes and counterstrikes but it adds in another layer and it might bog down PBEM

                            my automatic retaliation system is instantaneous and all you have to do is aim your nukes but it takes away some of the control over a nuclear war

                            i think firaxis could use either system, but yours might prove too bulky and my might prove to unprecise

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                            • #29
                              Keep it simple! Not everything can be as complicated as we might want it. We have to stop at some point, preferably before civ3 turns into 16 separate games.

                              Comment


                              • #30
                                father beast

                                we cross posted and i try to respond to all posts...

                                I think I was the one to suggest this model of MAD to Korn back in the other thread (why did we move to this one, anyway?). I gave a very cursory idea of what I had in mind.
                                nope i got you beat on that checkout this thread



                                Originally posted by korn469

                                Mutual Assured Destruction: when a nuke is targeted it can be put on one of two modes.

                                either on Alert mode or on Counterstrike mode.

                                when on Alert mode, if a nuclear weapon is launched then ALL nukes on alert launch and all of them hit simultaneously. this ensures Mutual Assured Destruction (MAD)[This message has been edited by korn469 (edited February 29, 2000).]
                                ok but in responce to your ideas...

                                1. When you build a Nuclear Missle, you can target it toward a city or anywhere else in its range. You may retarget it anytime it is your turn. it goes to sleep while it is targeted. if you want to fire it, you can either wake it up and have it head toward it's destination, or choose a destination and fire that direction.
                                i think that if you retarget a nuke in a turn it shouldn't be able to fire that turn...but you should be able to target it anywhere that has been discovered by you

                                2. Nuclear missles can only be moved by land or water until they are fired. you can also build silos (a tile improvement) to house your nukes outside the cities (so your citizens don't get so upset at curling up next to a missle. if they are not in a city, silo, or nuke capable ship (like a sub) THEY CANNOT BE FIRED.
                                i agree 100% with you on this point, and this is the exact way i had envisioned nukes working (though i don't know if i had wrote it down yet or not)

                                3. there is also the infamous "Red Button" that is available once you have shootable nukes. when you hit that button, you have the option of firing all of your nukes that are targeted at a certain country, all of your targeted nukes at once, or cancelling
                                well if we implemented Ralf's system then when you hit the red button it should bring up the map and put your nukes on active status...if we did it automatically then it should give you three options, select the civ(s) you wanna launch against, launch all, or cancle

                                as for your points 4 and 5 please read my thread about how the automatic system rules would work

                                About SDI's:
                                Firaxis has stated that nukes will be in the game, but their time will pass and become obsolete. or something to that effect. if anyone could dig up the reference, I would be grateful.
                                i hadn't read this anywhere...but i hope this doesn't mean 100% effective SDI, or some stupid wonder that disables all nukes (that would be a million times worse than 100% effective SDI) to me SDI shouldn't be 100% effective because it upsets the balance created by MAD, because the AI usually lags behind the player in correct implementation of infrastructure and technology in general, so in single player this means that the AI would get nuked off of the board, and in multiplayer it would be an end game race to SDI so you could finish the game up with a nuclear bang

                                About being a game ender:
                                Even if they destroy cities entirely (and I vote for this heartily. Nukes should be used to destroy, not conquer), they won't be neccessarily an end to the game.
                                i could go either way with nukes either incinerating a city or just doing massive damage to it...i have played SMAC and one late game nuke can destroy a bunch of cities at once...actually one of my early attempts at a quick transcend game ended right around turn 200 when the Hive nuked my super city in a sneak attack...that ended my attempt at a quick transcend that game, and actually helped me to develop a much better strategy that won in like 75 turns

                                however i think that the majority of players would prefer a nuke that did massive (more damage than in civ2 and like i said earlier either 80 or 90% with the 80% nuke incinerating a size 4 city and the 90% nuke incinerating a size 5 city)) but didn't completely kill a large city...i mean if you hit a size 25 city and it suddenly drops to size 5 loses half of it's buildings, all of it's surrounding tile improvments, and it either has pollution or radiation around it, plus it can't have a we love day for ten turns that would be considered harsh but not game ending...

                                i think i will write down all of our thoughts into a list and let your guys take a look at them, critique them, and see what we can come up with as a group that we agree on, then send it to firaxis

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