Thread Tools
Old March 9, 2000, 00:20   #31
Seeker
Emperor
 
Seeker's Avatar
 
Local Time: 03:30
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Yongsan-Gu, Seoul
Posts: 3,647
These are great ideas, but would you really put this in a top five?
Seeker is offline  
Old March 9, 2000, 17:38   #32
War4ever
Civilization II MultiplayerCivilization III MultiplayerCivilization II Democracy GameApolytoners Hall of Fame
Emperor
 
War4ever's Avatar
 
Local Time: 00:30
Local Date: October 31, 2010
Join Date: Dec 1969
Location: I live amongst the Red Sox Nation
Posts: 7,969
i would put permanent pollution in as a flaw for civ 2, ie the lack of it.... cleaning up pollution in general is too easy and unrealistic in the modern age......certainly three turns at 20 years each is realistic for pollution but one turn for an engineer in 1850 is just not right
War4ever is offline  
Old March 9, 2000, 21:18   #33
The Mad Viking
King
 
The Mad Viking's Avatar
 
Local Time: 08:30
Local Date: October 31, 2010
Join Date: Feb 2000
Location: of the Great White North
Posts: 1,790
I did a little research...

Bikini Atoll (several islands) was subjected to 2 A-bomb tests like Nag & Hiro, in 1946; and 21 more tests in 1956 and 1958, the largest of which was about 15 megatons, while the smallest was around 10 kilotons. TheNag & Hiro were like 15 kilotons.

There were even more tests (about 40) on anothe Atoll in the Marshall Islands group.

The vast majority of the tests were surface or barge detonations. A couple were underground or airborne. They say there is more fallout from surface detonation than airborne, (and less destructive power)

The dangerous level of fallout travelled between 70 and 150 miles, although I'm sure if you were 200 miles away you wouldn't consider it safe. Detectible trace levels of radioactive material were found over 1000 miles away.

They allowed the natives to resettle in 1975, but soon removed them as it was still to dangerous. (17 civ turns) In 1998 the islands were declared safe to occupy, but you cannot safely eat a diet of locally grown food. (40 civ turns)

To me, this suggests that each nuke should only destroy and pollute one tile, and that pollution should have poisoning effects for about 20 years, and eliminate food production for 40 or more years. Engineers can mitigate, but as most have suggested, not make it all better in one turn!

Neutron weapons are tactical in nature and used to kill soldiers protected by armor. Neutron radiation blasts penetrate steel etc. while steel effectively blocks conventional nukes,(depending on proximity to ground zero) The "neutron bomb" that kills people and lets you walk into and use the city does not appear to exist.

There are also, although they may not have been built (trust no-one) cobalt and zinc bombs, which are the gift that lasts, providing a deadly dose of radiation for months / years after the blast. These could have strategic uses in a space game. (poisoning planets that you don't have the resources to develop but don't want your rivals to get)

Joker, you are a scary guy!
The Mad Viking is offline  
Old March 12, 2000, 05:49   #34
Sir Shiva
Guest
 
Posts: n/a
I fully support korns suggestion for diplomatic treaties concernign nuclear weapons... An addition to the list could be the CTBT, which bans all testing of nukes and imposes sanctions if blah blah...

Testing? What's that?
I think that every vic, before embarking on a nuclear program MUST test a nuclear device... The civ must first obtain technology and money and build a Test Device... Then the test device must be loaded onto some kind of truck or train (more on this later) and shipped out to a desert or something.. It should then be detonated, and will cause slight radiation effects..

Later on, nukes could be detonated underground or underwater..
If a civ has already detonated, but wants to build an H-bomb, then a new H-device must be tested...

------------------
-Shiva
Email: shiva@telebot.com
Web: <A HREF="http://www.crosswinds.net/india/~shiva
ICQ:" TARGET=_blank>http://www.crosswinds.net/india/~shiva
ICQ:</A> 17719980
 
Old January 14, 2001, 01:17   #35
Tjoepie
Chieftain
 
Tjoepie's Avatar
 
Local Time: 08:30
Local Date: October 31, 2010
Join Date: Nov 2000
Location: Belgium
Posts: 75
Great ideas here, I hope the developers read this and use it!

I especially like the idea of having different levels of nukes , permanent en "cleaneble" radiation and the fact that with the ICBM one should get a change to or not to launch your own on "PREdetermined" (this will make it a bit trickier since you don't know where they will come from!) targets before the incoming ones hit.

Keep up the good work ... [:-)

Please excuse me if my English spelling is not perfect...
Tjoepie is offline  
Old March 6, 2001, 21:41   #36
:) Smiley
Scenario League / Civ2-Creation
Emperor
 
:) Smiley's Avatar
 
Local Time: 01:30
Local Date: October 31, 2010
Join Date: Feb 2001
Location: hippieland, CA
Posts: 3,781
Geez, this is getting to be way to much emphasis on nukes for a history-spanning civ game, don't you think?

Would work great for a "nukleer war" mod though.
:) Smiley is offline  
Old March 10, 2001, 01:46   #37
carioca
Chieftain
 
Local Time: 08:30
Local Date: October 31, 2010
Join Date: Feb 2001
Location: Kirtland Stk, Clvlnd Mis, Republic of Deseret
Posts: 87
<center><table width=80%><tr><td><font color=000080 face="Verdana" size=2><font size="1">quote:
<img src="/images/blue1.gif" width=100% height=1>
</font><font size=1>Originally posted by korn469 on 02-29-2000 11:13 PM</font>
don don

to defend my positions...

radiation: in civ2 you can't use a square if it's polluted, so i think if a square is radioactive you shouldn't be able to use it...unhappiness penalties are SO easy to get around

nuclear winter: i can also say if there was a nuclear winter, though the direct effects might only effect food production, i have a

tactical nukes: make it a special ability like nerve gas pods in SMAC...that would simulate tactical nukes in a good fashion

korn469
<font size=1 face=Arial color=444444>[This message has been edited by korn469 (edited February 29, 2000).]</font>
<img src="/images/blue1.gif" width=100% height=1></font></td></tr></table></center>

polluted squares *can* be used in civ 2 Also most of the fallout effect is gone in a couple of weeks.


Nuclear Winter should instead offset global warming [but in RL global warming is the only thing holding off the ice age ]

The tacnukes idea would work.

carioca is offline  
Old March 10, 2001, 08:43   #38
Admiral
Prince
 
Admiral's Avatar
 
Local Time: 03:30
Local Date: October 31, 2010
Join Date: Feb 2001
Location: of the peace and coexistance movement
Posts: 443
Interesting thread, this.

As far as I can tell, tactical nukes and neutron bombs serve the same purpose. Tactical nukes would have been used to assist an attack by destroying enemy strongpoints. Neutron bombs can be launched from mobile launchers, and were designed primarily as anti-armor weapons. They were designed to be launched from howitzers and as an alternate warhead for tactical nuclear missiles.

If both are included, neutron bombs should be an upgrade.
Admiral is offline  
Old March 10, 2001, 08:44   #39
Admiral
Prince
 
Admiral's Avatar
 
Local Time: 03:30
Local Date: October 31, 2010
Join Date: Feb 2001
Location: of the peace and coexistance movement
Posts: 443
Interesting thread, this.

As far as I can tell, tactical nukes and neutron bombs serve the same purpose. Tactical nukes would have been used to assist an attack by destroying enemy strongpoints. Neutron bombs can be launched from mobile launchers, and were designed primarily as anti-armor weapons. They were designed to be launched from howitzers and as an alternate warhead for tactical nuclear missiles.

If both are included, neutron bombs should be an upgrade.
Admiral is offline  
 

Bookmarks

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 04:30.


Design by Vjacheslav Trushkin, color scheme by ColorizeIt!.
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
Apolyton Civilization Site | Copyright © The Apolyton Team