Sid Meier's Civilization V

Sid Meier's Civilization V

Improved Nuclear Missiles
Showing 1-8 of 8 entries
Update: 26 Nov, 2014 @ 8:51am

****Update****

Decreased cost by almost 1500, raised the damage a little bit.

Please test it and let me know what you guys think of the changes.


****/Update****

Update: 8 Aug, 2013 @ 11:39am

****Update****

Decreased Uranium cost from 6, to 4.


In retrospect, 6 is a lot....


****/update****

Update: 6 Aug, 2013 @ 8:14pm

****UPDATE****

Hey Guys, this is the latest, and possible last version of this mod.

I have gotten the ICBM unit working and you can now produce it from any city, as any civilization.

It costs anywhere from 3500-4000(est.) and takes up 6 uranium.

It also has a range of 80 tiles.

I hope you enjoy, and please leave feedback for both bugs and balancing.


****/UPDATE****

Update: 29 Jul, 2013 @ 7:43pm

****Update****
This mod update includes some moderate changes to the buffs of the Nuclear Missile, and adds the ICBM unit, however, the ICBM unit is not available to build in-game, so the only way to achieve it at the moment is to use the Firaxis FireTuner to spawn it in.
****/Update****

Update: 27 Jul, 2013 @ 5:17am

****Re-Upload*****


This is a re-upload of the latest version, (V.3), just in case a compiling error was made.

Update: 26 Jul, 2013 @ 12:37pm

****Update*****
Beta V.3

I inserted the fallout probability wrong in the Version 2 Beta update.

All values from the GlobalDefines.xml should be updated correctly now.


Sorry about that. :)

Update: 26 Jul, 2013 @ 12:10pm

****Update****
Beta V.2


Increased the range of the Nuclear Missile to 40 tiles, same as the paradrop ability of the XCOM Squad.

Increased the damage done to cities by 40%.

Update: 26 Jul, 2013 @ 2:14am

First uplaod. Enjoy. :)