Sid Meier's Civilization V

Sid Meier's Civilization V

Nuclear Fission Reactor Plant
Oblivion 26 Apr, 2014 @ 10:52pm
Like your work, it fits well into a collection of mods I have tried to gather or create to fit the revamp I had in mind below, Thanks!
Nuclear war "late" game is fairly broken. this is because some civ's will have uranium and others won't, creating a very unequal distribution of power in the game. Also since nuclear missles are able to destroy everything, and the game doesnt have any form of defense, besides the bomb shelter, or preventation, I believe that the ideas listed would bring good changes, balance and an improved mode of playing a domination victory if they were made. Personally I am no good at making mods, but if anyone out there feels the same way about the ideas, then maybe something could become of this.
Gamertag: J2012Oblivion

implement a system in which players cannot start the Manhattan project without at least one uranium. Completation of the project grants one atomic bomb.

Implement a building, like the recylcing center which is able to provide a uranium resource. This is due to the nature of most games of around 7-8 civs would only provide uranium to about 3 of those civs, making them the "only superpowers". The building would allow civ's to be on more of an equal footing globally, and would not make any one civ the most powerful if they "claim" the uranium resources on the map".

implement a NORAD like system, Wonder, and or radar improvement or building that adds to missle tracking globally in a new interface screen. Would be accessible via button on the top right, screen would show the world map, the area/distance of your radar system, known nukes "aka nukes that have been spotted", and areas of your missle intercepters.Make Nuclear Missles unable to be launched from cities. Add missle Silo improvement to hold 1 nuke. Citadel improvements should be able to house aircraft and include a radar. Add Missle carrier unit which is moble, can hold 1 Nuke, or 3 guided missles but has a very high per turn cost, (ie, cost of Unit+missiles) to discourage players from having a "perfect" defense. Allow Aircraft to attack and "pillage" improvements.

Missle carrier unit will act like SAM unit with guided missles or "accuracy", but it is designed to intercept Nukes, missles or Aircraft. Missles would have a 2-3 grid radius of interception for missles which if a Nuke were to cross above it on its path, there would be a chance of interception. Could be promoted to have better interception chances and bigger grid radius. Intercepted nukes that have been "shot down" have a small chance of not only still exploding on impact but also have an altered impact site. It is better to try to intercept nukes away from your mainland because of this as well as discourage Nuking along a boarder as you may end up attacking a third party. Missle carrier loaded with a nuke acts like nothing more than a platform, and while holding a nuke/missles cannot be embarked. Nukes cannot be used for interception purposes


Adding Fallout Like Bunker improvements which are able to house 1 civilian and 1 military unit which would preserve them, but does not allow any vehicle or machine type unit "aka, tanks, helicopters, mobile infantry, rocket artillery, aircraft, SAM, artillery etc" . Add a Military bunker which is able to hold all units and in quantites of 3 "aka, 3 aircraft, 3 vehicle's, 3 military units, 3 civilians.implement a system in which Nukes must be armed or unarmed via, code or button which would take a turn. The Norad like system above would be able to give a warning to "active nukes" in the players radar grid area allowing the player some leway time to not only position a defense, but possibly averting a blast by either first strike, or defense. Add diplomacy disscission, in which arming a Nuke would anger other civs and would/could lead to a esclation towards war.

Spies should be reworked to have more abilities. When tasked to a city that should have 3 settings on which to set the spy to to. Option 1, "steal tech", this will keep the same interface, but now the spy has a button, much like city state coup in which the spy, at any time is able to steal the tech, but has a percentage chance depending to how many turns are left. Option 2 "gather strategic information" this option works the same as above, but once completed allows the player to see the other players units for a duration of turns/turn or steal nuclear activation codes to launch or set a 'dirty bomb' (ie new improvements to spies planned for beyond earth). Option 3, Steal resource, works the same as above, but allows the player to steal, either a luxury, strategic or gold resources. amount of gold, or strategic resource stolen is dependant on level of the spy and grid distance etc...

adding a MAD planning option in the radar interface screen in which the player is able to preset launch coordinates for each nuke, so that if an enemy initiates nuclear war, your nukes can auto retailate so that your nukes are not all destroyed by an enemy and your country left a wasteland and the enemy's not.

Nuclear Fallout should have a damage penatly for a unit barring workers, which stay in it as well any improvement should become unworkable and "damaged" till scrubed. Additionally fallout should spread to other tiles very slowly and can travel over small bodies of water