Sid Meier's Civilization V

Sid Meier's Civilization V

Not enough ratings
Atomic Tourism
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
4.105 KB
7 Mar, 2019 @ 1:52pm
7 Mar, 2019 @ 2:50pm
2 Change Notes ( view )

Subscribe to download
Atomic Tourism

In 2 collections by elotar
Essential Mods Collection
27 items
Elotar's Mods
12 items
Description
Do you know that more than 2000 nuclear warheads was used during 20th century?

I was looking at the video of "nuclear tests" above and got a revelation - after Cuban Missile Crisis "superpowers" was using them as an intimidation device!

Which quickly leads me to an idea, how to fix nukes in civ v, which at the present state are either not used at all, or quickly unleashed at the helpless AI, who does not understands how to wage atomic war.

Then I've googled "Atomic Tourism" and it's really is a thing! :)

Change log:

1. All nukes deal the same damage, cost 1 uranium, missile cost lowered to 800 hummers. (file - Nukes.xml)
2. Nukes are more effective against population, much less effective against units and city defence (Defines.xml)
3. Bomb Shelter moved to Atomic Theory Tech, adds 11 defense to the city, but saves only 50% population (Bomb Shelter.xml)
4. Nuclear Plant adds 15% production when building nukes (Nuclear Plant.xml)
5. Nuclear Test Site building added to the Nuclear Fission Tech, it costs 1 uranium and provides 2 happiness and 6 tourism (Test Site.xml)

If you don't like any of the changes - navigate to:
Users\...your username...\Documents\My Games\Sid Meier's Civilization 5\MODS\Atomic Tourism
and delete corresponding file.

Expected effect:
Nukes are now effective at what they really should be - killing millions of innocent civilians and slowing enemy economy. But then you have to move conventional forces in to conquer the territory. So more than one bomb/missile per city is not needed and you can use uranium on other things, including atomic parties on the roofs of Las Vegas Casinos ;) Fortunately AI's approach to waging atomic war by 1 nuke per turn to random city works quite fine here.

Comparability:
ICBM Nuclear Missile mod is supported (and it's crush problem should be fixed).
In general it should work with everything which doesn't change nuclear weapons.

My other mods
List of all mods I'm using

Special Thanks:
VDNKh, some of his ideas from the M.A.D. mod was used here.

What I'm going to improve some time later:
1. Icons
2. Civilopedia texts
3. Lack of additional atomic age crasiness

End game content is quite hard to balance properly, so your suggestions are very welcome in the comments.
18 Comments
belko 15 Apr, 2023 @ 7:19am 
WAT
Boltte man 5 Nov, 2022 @ 7:36am 
I knew it!
elotar  [author] 5 Nov, 2022 @ 6:19am 
@Boltte, why are you asking?
Boltte man 4 Nov, 2022 @ 7:43pm 
Professional gaming job?
elotar  [author] 4 Nov, 2022 @ 11:59am 
Was a little distracted with other matters. Still are, actually :D
Boltte man 4 Nov, 2022 @ 5:37am 
Where have you been the past year?
elotar  [author] 4 Nov, 2022 @ 3:22am 
:D
Boltte man 4 Nov, 2022 @ 3:02am 
Whoa....you're alive?!?!
elotar  [author] 4 Nov, 2022 @ 2:59am 
@Boltte - that's the whole point. AI is only nuking city's, so this mod makes it the optimal use.
Boltte man 12 Jul, 2021 @ 12:48am 
> The premise of this mod seems very odd. I've played many games and the AI is always spaming nukes. I think it's because there's no MAD mechanic or other negative feedback.

I've noticed they only spam nukes if you have more than 4 units near a city you own. If you only have 4 or less, they dont bother to nuke it. Also they seem to only nuke cities. They dont nuke anywhere else so you are free to bunch up your 8+ death robots together, two tiles away from your closest city to them and they'll either nuke the city or attack your robots or both but not nuke your bunched up robots.