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Nukes in Civilization have always been out of place, and in Civ V at least they're mostly ignored in about 95% of the games I've played. I develop them as a deterrent and then forget about them. In the real world, the development of nukes means the end of total war, but that doesn't usually work well in games.
Super weapons in a 4x should become not super later.
Its the tech advantage. But it yeah it doesnt have to be just hardware tech. it can be an idea and a way to implement it. A new strategy that is nearly unbeatable.
So many storys of history and sci-fi have these things that they can not be forgotten.
Does the ultimate weapon in a sci fi 4x destroy the universe?
Star Ruler 2 has them.
Star ruler 1 also had ringworlds and of course planetary thrusters so you could make a planetary sphere of death.
In fact I often use super units in isolated smash and grab situations when I might lose the game on a totally unrelated victory condition, say culturally.
Giant death robots/xcom units from Civ 5 come to mind but so do unique custom built ships during SD2 campaigns.
I once built a massive bombing ship in SD2 whose only purpose was to irradiate as many undefended planets as possible just to hinder the economy of an enemy.
If I have critism of 4x super units it's that there aren't enough of them.
Moving forward I would love to see a developer make a "super end game unit" specific to each race and have unique characteristics.
An example is the Novalith Cannon in SOASE. You can basically start sniping planets without any consequence except that they're not going to be too attractive as new colonies. It ends up feeling either overpowered if you have it, or an annoyance if the enemy does.
A good example of a superweapon in my opinion is the Nuke in SC/SC2. It does devastating damage and can really change a battle or destroy an opponent, but for it to work, the ghost who's lasering the target location has to remain undiscovered, alive and close by. So if you're quick with spotting him and taking him out, the nuke's gone and you're safe. The power of the nuke is balanced by the fragility of the conditions required for it to work.
In 4x games, I think that really powerful weapons should come with significant diplomatic penalties, and I personally would also prefer to finally see a game where your own population can turn against you if you're overdoing it and stressing the boundaries of their morality. So if you use a "death star" like thing to ruin planet after planet of a peaceful race you used to be friends with, I'd want your own population to get angry at you (which they might not if the enemy is an aggressive race that has seriously harmed your race and caused the people to hate it).
So in general, super weapons are only enjoyable to me if their power is balanced by requirements and conditions aside from being costly in time or credits, because let's be honest, those have always been the two most negligable requirements.
The idea that the super weapon can be a used as a threat but not actually seen or used.
"We have the galacolider galaxy destroyer and we will use it if you dont stop your attack!" The Bluff. Or is it? Game over with the destruction of the entire galaxy/universe.
Special research project to assess the feasibility of such a device.
that hardcore history podcast i posted starts talking about what makes units so good. Such as the hoplites. This was a super weapon of its time. They were nearly unbeatable but currently we dont really know why. Well trained soldiers with a good tactic and goods? Is that all it is? None of those things are unique.
Not to derail the discussion but what is a super weapon. What could it be. Why could it be. How could it be used. How could it be used diplomatically?
Are games ready for complicated concepts in general? Is it better in general to keep it simple for super weapons? Is even the idea of using a super weapon diplomatically too complex? I am sure having an AI make choices around this kind of obscure logic would not be simple.
The novalith deals 3500 damage per shot and takes a long while to reload. This means that any developed planet will be able to survive it and even then a starbase with auxilery government or a similar upgrade will make sure the planet survives. A novalith takes up a large number of tactical slots ensuring that any planet that has it will be generally defenseless. The novalith is actually pretty balanced in that respect.
In terms of diplomatic penalities, have you played star wars rebellion? The empire player who owns a death star gains massive reputation in the sector where a deathstar exists, but all other sectors gain immense hatred for the empire. A planet that sufficiently hates the empire will join the rebellion and planets that dislike the empire are more likely to ignore rebel misbehaviour or just need slight coaxing (i.e empire lost its fleets in the sector) to join the rebels.
That said while I think superweapons having diplomatic penalties is nice, all it does is ensure that whoever builds a superweapon is just going to start using it on other people. If building a superweapon makes everyone declare war on me then why should I be worried? I built that superweapon especially because I wanted to be safe if everyone declared war on me.
As for superweapon balancing. Obviously they shouldn't be instant-win buttons. Time and cost shouldn't be the only considerations. They obviously must be worth their cost but they shouldn't just end the game by simply existing. If I'm playing Dawn of war I don't win by getting a baneblade (aka SUPER TANK) on the field. I still have to protect it from EMP, heavy melee walkers and other nasty things that can counter it if I'm not prepared.
Well not entirely, sure you win but at what cost? Surely you can't win a nuclear war without someone on your team dying?
I respectfully disagree. I often allow the AI to get super weapons and super units to enjoy the large scale slugfest that occurs. It is just as much fun to command a superweapon/unit as it is to fight against one.
If however an "Cultural Victory" were replaced with a project that gave you the power to cause other cities to revolt and join your nation, then the victory would still take place within the normal rules of the game and would allow you to feel your triumph.
Victory = gain a 'Superweapon'
No, though the combat system is presently imbalanced enough that battleships with Lances more or less fit your description of a 'superunit' (massive damage, tough, expensive).