Ladies and Gentlemen of Apolyton, I will prove beyond a shadow of a doubt that based on the evidence that Nuclear Weapons in Civ3 have been abused repeatedly by firaxis. I will clearly show that Nuclear Weapons are not effective for the role which they fill, both because of ommissions to the game and because of their ridiculous cost compared to their limited destructive power. On that note I will begin the prosecution.
My basic assumption is that if both sides have an equal amount of resources and use those resources in an optimal way on the battlefield, that the player who pursues a Nuclear strategy will always either lose or make things unnecessarily hard on themselves.
Here are the following assumptions for this:
*Both sides only have a single city
*That city is size 12
*Both city's have a fixed production of 20 shields per turn reguardless of city size
*Techs come at one tech every three turn reguardless of city size
*15 water spaces exist between the cities
*Only offensive units can be built, and the each city is always considered to start each turn with one full strength fighter unit and four full strength infantry units (6.10.1) garrisoning it
*The objective is to reduce the enemy's city to size three, it does not have to be captured
Under the rules of the scenario the player only has a certain number of strategies they can pursue in this situation.
1) They can get the jump on the other player and build carriers, fighters, and bombers then pound the city to rubble.
2) They can wait until stealth and then build carriers and stealth bombers and pound the city to rubble.
3) They can wait until motorized transport and build a task force of tanks to take the city
4) They can pursue a tactical nuclear weapons based strategy
The first strategy will start with the discovery of the 41 tech, and it will have a 36 turn head start. They will pursue the following build order, carrier, four bombers, attack. Considering the discovery of 41 techs the first turn, they will start airstrikes on turn 32.
The second strategy will start with the discovery of the 53 tech, and it will not have any head start. They will pursue the following build order, carrier, four stealth bombers, attack. Considering the discovery of 41 techs the first turn, they will start airstrikes on turn 95.
The Third strategy will start with the discovery of the 46 tech, and it will have a 21 turn head start. They will pursue the following build order, transport, six tanks, attack. Considering the discovery of 41 techs the first turn, they will attack on turn 49.
The fourth strategy will start with the discovery of the 51 tech, and it will have a 6 turn head start. They will pursue the following build order, Manhatten Project, then two tactical nukes, attack. Considering the discovery of 41 techs the first turn, they will launch a nuclear attack on turn 109.
Imagine the same scenario, except with one change that 90 spaces of both water and road exist between the two cities. Following the same basic strategy except for switching ICBMs for tactical nukes, and getting rid of the transport for the tanks and having them travel along the road, the attacks would be carried out on the following turns
turn 50 (21 turns travel)
turn 113 (20 turns travel)
turn 56 (16 turns travel) [turn 40 if a railroad link exists]
turn 130 (0 turns travel)
Pursuing a nuclear strategy will always fail, because the time it takes to implement it is outrageous, and even then nuclear weapons have fatal flaws.
*Nuclear weapons can never destroy a city, ie no matter how many ICBMs a player uses on a size 1 city, that city won't die
*Nuclear weapons cause global warming which is just as likely to hurt the player launching the attack as it is the player being attacked
*Nuclear weapons no longer destroy all units in the square they strike, in fact many units might survive the attack unharmed
*Nuclear weapons can destroy 50% of a city at most, so it would take four nuclear weapons to reduce a size 16 city to size 1
*Each time a nuclear weapons is used, all other civs have a chance of declaring war on the civ using nuclear weapons
*Nuclear weapons require an expensive gateway wonder before they can be built, unlike conventional weapons in Civ3
*Once a player builds the SDI wonder, then nuclear weapons only have a 25% chance of actually striking their targets
*Compared to using nuclear weapons, obliteratinga city inflicts less political damage with other civs (except for possibly the civ being attacked) and any ground unit can destroy a city, plus once a city gets destroyed, up to half of its population can become captured workers...plus all wonders in the city are permanently destroyed
All of this is a direct result of the lack of a true implentation of M.A.D. in civ3
here is the proof
without fear of retribution because a working M.A.D. system wasn't implemented they decided that the first strike ability was too powerful...go back and read, i made this point long ago...then instead of following through with my line of logic (ie: implementing a working M.A.D. system) firaxis instead just powered down nukes without decreasing their cost, and now nukes are a complete waste of money...any object that a player can achieve with a nuke, they could achieve in a more efficient manner by using conventional (especially ground) units
this will be a continuing a case, however since it is 6:18am i am going to cut it short for now
Exhibit A
Fighter
*80 shields (4)
*oil
*flight (39)
*4(2).2.1 4[1]
*50% chance to intercept
Bomber
*100 shields (5)
*oil
*flight (39)
*0(8).2.1 6[3]
*50% chance to intercept
Jet Fighter
*100 shields (5)
*oil, aluminum
*rocketry (49)
*8(2).4.1 6[1]
*50% chance to intercept
Stealth Fighter
*120 shields (6)
*oil, aluminum
*stealth (53)
*0(4).0.1 6[2]
*5% chance to intercept
Stealth Bomber
*240 shields (12)
*oil, aluminum
*stealth (53)
*0(8).0.1 8[3]
*5% chance to intercept
Tactical Nuke
*300 shields (15)
*oil, uranium
*space flight (51)
*operational range of 6
*kills half of a city's population
*triggers global warming and could cause other civs to declare war
ICBM
*600 shields (30)
*oil, uranium
*satellites (52)
*unlimited operational range
*kills half of a city's population
*triggers global warming and could cause other civs to declare war
Tank
*100 shields (5)
*oil, rubber
*motorized transport (46)
*16.8.2
*can raze a city
Transport
*100 shields (5)
*oil
*combustion (38)
*1.4.5
*transports 8 units
Carrier
*180 shields (9)
*oil
*mass production (41)
*1.8.4
*transports 4 air units
Nuclear Submarine
*120 shields (6)
*uranium
*fission (49)
*6.4.3
*transports one tactical nuke
Manhatten Project
*800 shields (40)
*uranium
*fission (49)
*all civs can build nuclear weapons
Fighter
*80 shields (4)
*oil
*flight (39)
*4(2).2.1 4[1]
*50% chance to intercept
Bomber
*100 shields (5)
*oil
*flight (39)
*0(8).2.1 6[3]
*50% chance to intercept
Jet Fighter
*100 shields (5)
*oil, aluminum
*rocketry (49)
*8(2).4.1 6[1]
*50% chance to intercept
Stealth Fighter
*120 shields (6)
*oil, aluminum
*stealth (53)
*0(4).0.1 6[2]
*5% chance to intercept
Stealth Bomber
*240 shields (12)
*oil, aluminum
*stealth (53)
*0(8).0.1 8[3]
*5% chance to intercept
Tactical Nuke
*300 shields (15)
*oil, uranium
*space flight (51)
*operational range of 6
*kills half of a city's population
*triggers global warming and could cause other civs to declare war
ICBM
*600 shields (30)
*oil, uranium
*satellites (52)
*unlimited operational range
*kills half of a city's population
*triggers global warming and could cause other civs to declare war
Tank
*100 shields (5)
*oil, rubber
*motorized transport (46)
*16.8.2
*can raze a city
Transport
*100 shields (5)
*oil
*combustion (38)
*1.4.5
*transports 8 units
Carrier
*180 shields (9)
*oil
*mass production (41)
*1.8.4
*transports 4 air units
Nuclear Submarine
*120 shields (6)
*uranium
*fission (49)
*6.4.3
*transports one tactical nuke
Manhatten Project
*800 shields (40)
*uranium
*fission (49)
*all civs can build nuclear weapons
Here are the following assumptions for this:
*Both sides only have a single city
*That city is size 12
*Both city's have a fixed production of 20 shields per turn reguardless of city size
*Techs come at one tech every three turn reguardless of city size
*15 water spaces exist between the cities
*Only offensive units can be built, and the each city is always considered to start each turn with one full strength fighter unit and four full strength infantry units (6.10.1) garrisoning it
*The objective is to reduce the enemy's city to size three, it does not have to be captured
Under the rules of the scenario the player only has a certain number of strategies they can pursue in this situation.
1) They can get the jump on the other player and build carriers, fighters, and bombers then pound the city to rubble.
2) They can wait until stealth and then build carriers and stealth bombers and pound the city to rubble.
3) They can wait until motorized transport and build a task force of tanks to take the city
4) They can pursue a tactical nuclear weapons based strategy
The first strategy will start with the discovery of the 41 tech, and it will have a 36 turn head start. They will pursue the following build order, carrier, four bombers, attack. Considering the discovery of 41 techs the first turn, they will start airstrikes on turn 32.
The second strategy will start with the discovery of the 53 tech, and it will not have any head start. They will pursue the following build order, carrier, four stealth bombers, attack. Considering the discovery of 41 techs the first turn, they will start airstrikes on turn 95.
The Third strategy will start with the discovery of the 46 tech, and it will have a 21 turn head start. They will pursue the following build order, transport, six tanks, attack. Considering the discovery of 41 techs the first turn, they will attack on turn 49.
The fourth strategy will start with the discovery of the 51 tech, and it will have a 6 turn head start. They will pursue the following build order, Manhatten Project, then two tactical nukes, attack. Considering the discovery of 41 techs the first turn, they will launch a nuclear attack on turn 109.
Imagine the same scenario, except with one change that 90 spaces of both water and road exist between the two cities. Following the same basic strategy except for switching ICBMs for tactical nukes, and getting rid of the transport for the tanks and having them travel along the road, the attacks would be carried out on the following turns
turn 50 (21 turns travel)
turn 113 (20 turns travel)
turn 56 (16 turns travel) [turn 40 if a railroad link exists]
turn 130 (0 turns travel)
Pursuing a nuclear strategy will always fail, because the time it takes to implement it is outrageous, and even then nuclear weapons have fatal flaws.
*Nuclear weapons can never destroy a city, ie no matter how many ICBMs a player uses on a size 1 city, that city won't die
*Nuclear weapons cause global warming which is just as likely to hurt the player launching the attack as it is the player being attacked
*Nuclear weapons no longer destroy all units in the square they strike, in fact many units might survive the attack unharmed
*Nuclear weapons can destroy 50% of a city at most, so it would take four nuclear weapons to reduce a size 16 city to size 1
*Each time a nuclear weapons is used, all other civs have a chance of declaring war on the civ using nuclear weapons
*Nuclear weapons require an expensive gateway wonder before they can be built, unlike conventional weapons in Civ3
*Once a player builds the SDI wonder, then nuclear weapons only have a 25% chance of actually striking their targets
*Compared to using nuclear weapons, obliteratinga city inflicts less political damage with other civs (except for possibly the civ being attacked) and any ground unit can destroy a city, plus once a city gets destroyed, up to half of its population can become captured workers...plus all wonders in the city are permanently destroyed
All of this is a direct result of the lack of a true implentation of M.A.D. in civ3

here is the proof
Exhibit B
[gamadictG] You can't destroy enemy cities with nukes...
[Soren_Johnson_Firaxis] Nukes do not destroy enemy cities... it used to work that way but it was deemed too powerful.
[gamadictG] You can't destroy enemy cities with nukes...
[Soren_Johnson_Firaxis] Nukes do not destroy enemy cities... it used to work that way but it was deemed too powerful.
this will be a continuing a case, however since it is 6:18am i am going to cut it short for now
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