Sid Meier's Civilization V

Sid Meier's Civilization V

Nuclear Expanded 3 [Discontinued]
Indigo  [developer] 9 May, 2017 @ 6:50pm
Suggestions
If you have any suggestions for the mod please post it here
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Showing 1-11 of 11 comments
AR 23 May, 2017 @ 10:05am 
Can you please add information of the damage that each weapon does to a city? And at the moment you need the same amount of weapons grade Plutonium and Uranium per nuke, it would make more sense if a 9mt nuke would use more plutonium than uranium and vice versa for 500kt nuke. The mod is great by the way, its a good addition to CIV
Last edited by AR; 23 May, 2017 @ 10:09am
Indigo  [developer] 23 May, 2017 @ 11:43am 
That's a great idea I will definitely add that. And the different amount of uranium etc. is a bug I will fix next patch. Thank you so much for pointing that out.
Derp 6 Jun, 2017 @ 5:27pm 
lit af nukes, but would be better if there was some nuclear-propelled napalm rocket (fuel is uranium/plutonium) and you would need more nuclear power for more napalm and napalm would basically instead of doing instant damage and fallout short-term, it could do fallout long term and that would automatically do damage.
the more napalm is bigger radius maybe//
Last edited by Derp; 6 Jun, 2017 @ 5:27pm
Happyguy22 29 Oct, 2017 @ 4:20pm 
Not sure if it is possible, but perhaps there could be a Defcon systems that decreases (As in increasing the likely hood of a thermo-nuclear strike) as relations decrease, with 1 being all out thermo-nuclear war and 2 being basically the descent into it.

As well as that, perhaps there being citizen safety programs (In the style of national wonders) that decrease the population loss from a nuclear strike, as well as there being a chance of interception - it being slim, but still a chance.

I feel that this mod would be excellent for those situations where you are in a cold war with another country and makes it so you stay stalemated until you can out produce them or have new, snazzy technology, so feel free to look over these as they could be basically going in the opposite direction you intended. Also, great mod, like the idea most definately.
Indigo  [developer] 11 Nov, 2017 @ 7:27pm 
Originally posted by A Tribal-class destroyer:
Not sure if it is possible, but perhaps there could be a Defcon systems that decreases (As in increasing the likely hood of a thermo-nuclear strike) as relations decrease, with 1 being all out thermo-nuclear war and 2 being basically the descent into it.

As well as that, perhaps there being citizen safety programs (In the style of national wonders) that decrease the population loss from a nuclear strike, as well as there being a chance of interception - it being slim, but still a chance.

I feel that this mod would be excellent for those situations where you are in a cold war with another country and makes it so you stay stalemated until you can out produce them or have new, snazzy technology, so feel free to look over these as they could be basically going in the opposite direction you intended. Also, great mod, like the idea most definately.

I love those ideas!

So the defcon system I could look into however I’m pretty confident that civ would not allow that kind of coding. As far as the reduce nuclear civilian loss and potential to shoot it out of the sky you will be happy to know I’m already working on that it’s not ready yet but I’m sure I can get it to work.

Thanks for the suggestions feel free to keep them coming
Happyguy22 12 Nov, 2017 @ 5:10am 
Originally posted by Theproracer:

I love those ideas!

So the defcon system I could look into however I’m pretty confident that civ would not allow that kind of coding. As far as the reduce nuclear civilian loss and potential to shoot it out of the sky you will be happy to know I’m already working on that it’s not ready yet but I’m sure I can get it to work.

Thanks for the suggestions feel free to keep them coming

Thanks for reading through them. Glad you liked them.
Last edited by Happyguy22; 12 Nov, 2017 @ 5:11am
Kylandor 14 Nov, 2017 @ 1:20pm 
I'd like to suggest (if possible) MIRVs (Multiple Independant Re-Entry Vehicles) which allow a single missile to strike multiple targets like we have in real life, if the coding were to permit it. Also high yield 36 megaton warhead ICBMs (During the height of the cold war we built quite a few of them.) and tactical 1-8kt nukes which focus on a single tile (Such weapons also have been designed and built, primarily for naval warfare during the cold war.). Also dirty bombs which deal little to no damage but produce fallout. Dirty Bombs also wouldn't require enriched uranium or plutonium, at least not to the extent of fission-grade. This could be either counted as very low cost or simply regular Uranium, depending on how you think it would best be used.

PS: I love this mod! Finally a realistic nuke mod that does more than simply give nukes more range or damage. Keep up the good work.
Last edited by Kylandor; 14 Nov, 2017 @ 1:22pm
Indigo  [developer] 14 Nov, 2017 @ 6:24pm 
Originally posted by Kylandor:
I'd like to suggest (if possible) MIRVs (Multiple Independant Re-Entry Vehicles) which allow a single missile to strike multiple targets like we have in real life, if the coding were to permit it. Also high yield 36 megaton warhead ICBMs (During the height of the cold war we built quite a few of them.) and tactical 1-8kt nukes which focus on a single tile (Such weapons also have been designed and built, primarily for naval warfare during the cold war.). Also dirty bombs which deal little to no damage but produce fallout. Dirty Bombs also wouldn't require enriched uranium or plutonium, at least not to the extent of fission-grade. This could be either counted as very low cost or simply regular Uranium, depending on how you think it would best be used.

PS: I love this mod! Finally a realistic nuke mod that does more than simply give nukes more range or damage. Keep up the good work.

Thanks! People like you are what’s keeping me motivated to keep modding civ!
So to touch on a few points

1. I absolutely love the MIRV idea unfortunately civ 5’s coding doesn’t allow for something like that hopefully in a future civ game I will be able to do that.

2. I’m not aware of a 36Mt icbm (at least in the Us arsenal) I’m like 99% confident that the largest yield ICBM was 9Mt on a Titan 2 rocket. We have produced larger in testing but nothing small enough to put on an ICBM so to keep with the realism I’m going to keep 9Mt ICBM’s as the cap. As for bombers however the soviets did have the tzar (50 Mt) so that will be in the next mod update as well as several other nuclear bombers.

3. I love the dirty bomb idea I’m definitely adding that to my list to add in a future update. Potential find a way for barbs to evolve into terrorist cells and use them on cities or maybe an enemy nation uses it as a first strike prior to declaration of war therefore sparking a war. I’m not quite sure yet about the dynamics of it but there is definitely a lot of creative things that can be done there.

Thanks for the support and the suggestions both much appreciated!
Fae 1 Dec, 2017 @ 3:22pm 
A wishful suggestion ;3
one tyhing I'm missing in civ 5 are nuclear winters. There are plenty of videos on the internet explsining what would happen when a nuclear winter happens. It could be added in the form of a worldwide debuff once enough bombs have gone off, or you could be really cool and make it as realistic as possible, More and more bad things would happen the worse the nuclear winter is, crops would die because of the cold, perhaps in certain areas in a small local nuclear winter, or to just have global starvation for several turns unless you have enough food stacked up.the worse the winter is the worse the effects could be, increasing cold building up snow in local areas with allot of rainfall untill the ocean freezes, forests freeze to death and troops start to get damage from frostbite. Perhaps even as far as to make the survace uninhabitable, forcing the players to research techs to farm crops in controlled enviorments and to survive in bunkers untill the winter stops, perhaps freezing the entire atmosphere if things are really really bad. after all this cold the (surviving) empires would surely have all previous settlements destroyed from the cold, not to mention the earth being turned into a wasteland with no life exept the life preserved in the bunkers. and then they could start waging war again idfk
Indigo  [developer] 1 Dec, 2017 @ 4:19pm 
Originally posted by SnuwWulfie <3:
A wishful suggestion ;3
one tyhing I'm missing in civ 5 are nuclear winters. There are plenty of videos on the internet explsining what would happen when a nuclear winter happens. It could be added in the form of a worldwide debuff once enough bombs have gone off, or you could be really cool and make it as realistic as possible, More and more bad things would happen the worse the nuclear winter is, crops would die because of the cold, perhaps in certain areas in a small local nuclear winter, or to just have global starvation for several turns unless you have enough food stacked up.the worse the winter is the worse the effects could be, increasing cold building up snow in local areas with allot of rainfall untill the ocean freezes, forests freeze to death and troops start to get damage from frostbite. Perhaps even as far as to make the survace uninhabitable, forcing the players to research techs to farm crops in controlled enviorments and to survive in bunkers untill the winter stops, perhaps freezing the entire atmosphere if things are really really bad. after all this cold the (surviving) empires would surely have all previous settlements destroyed from the cold, not to mention the earth being turned into a wasteland with no life exept the life preserved in the bunkers. and then they could start waging war again idfk


While I love the idea my modding abilities do not extend that far yet I’m still learning and there’s not a lot of info out there. I’ll add it to my list though and as I get better at modding I can try and do it.
Kylandor 9 Apr, 2018 @ 2:28pm 
Civ 3 had a pollution system which reduced the quality of certain tiles (Grassland to Plains to Desert) though I'm not sure Civ 5 has the coding necessary to pull this off.
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