I guess you mean https://www.hostedredmine.com/issues/819758 which I already mentioned. Did some work towards it just a week ago.
Mutually Assured Destruction
Re: Mutually Assured Destruction
- soundnfury
- Posts: 28
- Joined: Sat Apr 11, 2020 12:09 pm
Re: Mutually Assured Destruction
I've been experimenting with something a bit like this in Aviation, where if
- a city gets nuked
- the city contains the building 'QRA Hut'
- the city contains least one bomber with a nuclear bomb unit loaded
A more sophisticated version would maybe have something like 'targeting plans' where you can specify ahead of time "if any of my cities gets nuked by France then these 3 units should nuke Paris, Marseille and Toulouse but all my other forces should stay on the ground in case I need them for Moscow later", but that might be difficult to make a UI for.
Alternatively I quite like the "become unhomed" idea; it works quite nicely with in-flight refuelling to allow SAC-style continuous airborne alert.
Creator of the Aviation ruleset. Try it out today!
Re: Mutually Assured Destruction
Right. Somehow I missed this.
1. Make them much more expensive to build, which is very realistic (how much can the upkeep cost? Two coins per turn? If they are going to exist for 20 turns, an added cost of 20 shields is equivalent to this.)
2. Patch the game so that unhomed units are still paid from the national treasury
Two possible solutions:
1. Make them much more expensive to build, which is very realistic (how much can the upkeep cost? Two coins per turn? If they are going to exist for 20 turns, an added cost of 20 shields is equivalent to this.)
2. Patch the game so that unhomed units are still paid from the national treasury
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* Freeciv LongTurn, a community of one-turn-per-day players and developers
* LongTurn Blog - information nexus with stuff and stuff and stuff
* Longturn Discord server; real-time chatting, discussing, quarrelling, trolling, gaslighting...