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This is more of a question / feedback type of post.
What is the rate at which dirty bombs kill cities. around my third game with this mod Ai europe used 10mt icbm cobolts on russia. Russia was contaminated but didn't see a noticeable effect on cities that were contaminated but were not nuked directly. Now I think one of the reasons why I didn't see any effects was because I was actively multitasking and not really paying attention to exact changes within City population numbers.
What is the rate of death when it comes to dirty bombs.
last question when using infantry divisions how do I take over cities do I select combined arms and then just attack the city? How would I visually know if I have conquered a city?
It's hard to pin an exact number on the death toll for cobalt bombs, but it's much higher than a regular 10MT bomb. To clarify though, the kill radius for the Cobalt Bombs isn't equivalent to the area that turns green on the map. Cities have to be relatively close together for the splash damage effect to come into play. The big thing about Cobalt Bombs though is that the extra contamination will drive down your enemy's score: Players lose points when their territory gets polluted and cobalt bombs produce A LOT of pollution (About 5 times as much as a regular 10MT bomb) so they're handy if you really need to hurt a certain player.
Cobalt bombs are something that hasn't had a lot of balance testing done on it and I'm planning on tweaking it in the next patch, so if you have any feedback, I'd love to hear it.
As for attacking cities with armies, you'll notice that there's a circular striped area underneath the army division. Any city that's in that circle is considered "occupied", which means the enemy doesn't get any GDP from it. You don't have to attack the city at all, you just need to move an army division to be on top of it. There's no obvious indicator that a city is being occupied, but you can see the enemy's GDP go down if you hover over them on the scoreboard. The developer is going to expand on occupation mechanics in the next update, so you'll actually be able to take over territory by occupying cities.
Anyway, I'm glad you're enjoying the mod. If you have any more questions or feedback, I'm happy to hear it.
I found out that chem/bio weapons are overpowered as they do not require warhead production efficiency.
They can hit cities at the start of the game with bombers very easily. All it requires is 5 minute research.
The most OP however is ICBM with bio/chem research as it takes 10 min for bio/chem tech, 36:40 min for ICBM tech, 4:00 for silo production and 39 sec for missile production which equals to 51:19 min (assuming 50:50). With MRBM and 100% science it can be done a lot faster.
Fastest defensive measures against this is ABM research at 43:20 min. (Assuming its a first tech which is never the case).
And You can't effectively defend all of Your cities anyway.
So in an under an hour You can score some MAJOR score points with no resistance whatsoever.
Suggestion how to fix it:
Increase research time for bio/chem weapons to ~ 10-30-1:00 AND make them share warhead efficiency production maulus. OR leave them out of efficiency and increase tech times to ~20-50-1:10 and increase production time of warheads to ~1:30.
Tested with a friend over multiple game sessions.
Right now we are playing with chem/bio tech disabled.
For the example you gave where you rushed bio/chem ICBMs, you have to keep in mind that in that same timeframe, an opponent player could research silos too, and also get their hands on some basic nukes. This is where the bio/chem player would be at a disadvantage, because even though they have the power to quickly damage cities, the nuclear player has the power to actually destroy the enemy silos, which is something the bio/chem player can’t do, or at least not nearly as easily, while also keeping in mind that the bio/chem player doesn’t have any defencive upgrades of their own. Granted, the nukes take a long time to build at the start, but if they can reliably destroy silos, then the nuclear player will still come ahead in spite of that.
All in all, bio/chem rushes are designed as a high-risk, high-reward strategy and I’m glad to hear that somebody’s taking advantage of it. If you play with your friend again, see if you can take out his silos and turn the tables on him, maybe with a few long-range bomb strikes.
Thanks for the feedback. I’ll keep what you said in mind when I’m fine-tuning and balancing everything out for the next update. Bio/Chem weapons in particular are a little tricky since I have to make them worthwhile to take over nukes without making them overpowering either.
Thanks for the insight. It didn't cross my mind it's by design. We will turn in back on, but I still think they are a bit OP.
And good luck with the update, we can't wait.
The ICBM engine only has limited support for moving ground units, hence why the AI doesn’t use them effectively. As for strike plans, any unit in a strike plan will only attack units that are within range. It’s just more pronouned with moving land units like spec ops teams and armies because their weapons have very short ranges, and strike plans in the base game are designed to minimize movement. These are things that, as a modder, I have no control over.
Now, with all that in mind, I’ve made a point of making sure that the AI uses the tools that they CAN use as effectively as possible, so even in single player, they can put up nearly as much of a fight as they can in the base game. Maybe even a little more. Granted, there’s still certain strategies that they aren’t good at countering, but if you avoid abusing armies, they can definitely give you a challenge…
I don't know if you can even add drag-selection to the game, but that'd also severely help with the issue.