Sid Meier's Civilization V

Sid Meier's Civilization V

Mutually Assured Destruction (MAD)
141 Comments
fullautoSherman Sep 2, 2024 @ 3:54pm 
amazing mod you did great sir
VDNKh  [author] Mar 25, 2024 @ 11:08pm 
@Nelog Probably a conflicting mod.
Nelog Mar 10, 2024 @ 4:48pm 
@VDNKh Hello! This mod is excellent, but I am in the middle of a play through and it seems like nuclear missiles still consume 2 uranium, so I can't produce nearly as many nukes as I want, do you know what might be causing this?
DeathDefiant Sep 13, 2020 @ 6:09pm 
Thanks!!
VDNKh  [author] Aug 29, 2020 @ 3:39pm 
@Aussie Blade You can make that change yourself:

My Document\My Games\Sid Meier's Civilization 5\MODS\Mutually Assured Destruction (MAD)

Open Defines.xml

Delete these 4 lines:

<Update>
<Where Name="NUKE_LEVEL2_ELIM_POPULATION_THRESHOLD"/>
<Set Value="0"/>
</Update>
DeathDefiant Aug 29, 2020 @ 2:38pm 
Awesome mod, but could you release a version where cities can be destroyed? :)
mrcoolize May 20, 2020 @ 8:42pm 
Would have subscribed if it destroys cities
Up&Up Apr 19, 2020 @ 12:07am 
Yo is there any way to make it so nukes can destroy cities again
VDNKh  [author] Jul 29, 2019 @ 5:35am 
@erick1237 Yes It's buried in the comments here.. Somewhere
erick1237 Jul 5, 2019 @ 1:20am 
Hey, I wanted to know if there's any way to restore the normal Nuclear Missile range. Thanks!
VDNKh  [author] Dec 27, 2018 @ 12:44am 
@Jack No. I think nukes count toward army numbers too though.
Jack Dec 25, 2018 @ 4:43pm 
Does the MAD element make AI less likely to start war with a nuclear state regardless of army numbers?
iekamara14 Aug 13, 2018 @ 10:57pm 
Excellent mod. can you create a variant of this mod where only nukes cannot destroy cities. or paste what line of code corresponds to that in the xml?
VDNKh  [author] Jun 8, 2018 @ 10:35pm 
@Headshotkill
No idea, there might be some incompatilbilites.
It changes weighting for the AI for a few specific values.
Yup, I've had entire continents covered in fallout before.
Headshotkill Jun 8, 2018 @ 8:40am 
-Does this mod behave well with Vox Populi?

-Does it directly change ai behaviour or is the ai behaviour of building more nukes a direct result of nukes no longer consuming uranium?

-Has this resulted in fallout apocalyps for anyone late game? (That's what I'm aiming for.)
Fordring May 4, 2017 @ 2:37am 
Haven't even loaded it yet, Already knows it's gonna be awesome
Gehenna Apr 6, 2017 @ 5:15am 
could you make it so the "nuclear non-proliferation" world congress act makes it so new players can't complete the manhattan project, but those who already have it still can? That seems more nuclear deterrent-y, and is actually what nuclear non-proliferation means.
Happyguy22 Mar 22, 2017 @ 5:40am 
@VDNKh Okay, thank you.
VDNKh  [author] Mar 21, 2017 @ 10:20pm 
@Friendly heavy

Beside the "Our words are backed wtih nuclear weapons", which is vanilla, I can't think of any others.
Happyguy22 Mar 21, 2017 @ 3:47pm 
I have a question, Mr/Miss/Mrs. VDNKh, is there anything that the AI will say when I have postive/negative relations with them, so far they have not said anything apart from the "We have nuclear weapons, you don't as you have no urainum, xaxaxaxaxaxa" text?
CC-1995 Mar 19, 2017 @ 10:32pm 
OK, that make scence
VDNKh  [author] Mar 19, 2017 @ 2:00pm 
@CC-1995

Because nukes are stored in cities, and if the city is destroyed all the nukes are lost with it. I want to make sure other civs can retaliate.
CC-1995 Mar 19, 2017 @ 12:31am 
nuke them from orbit it is the only way to be sure
CC-1995 Mar 19, 2017 @ 12:30am 
Why do the nukes nut kill cities
Random Person Feb 21, 2017 @ 10:14pm 
Its nuke heaven because making nuclear weapons doesnt consume uranium! :)
Halware Feb 20, 2017 @ 5:36am 
fantastic, most of the nations in my civ game are blanketed with nuclear fallout.
Halware Feb 20, 2017 @ 5:24am 
I managed to weasel the world into a nuclear world war







11/10 best diplomatic tweaks yet.
Luriss Jan 20, 2017 @ 2:04am 
This mod is great, it needs to add nuclear winter though.
Deathwing Oct 31, 2016 @ 4:37pm 
By silos, I meant
http://steamcommunity.com/sharedfiles/filedetails/?id=78595823&searchtext=silo
Air and Missile Base/Commanders mod
but I didn't test it with nukes so maybe it is just for missiles and not ICBM.
(I didn't test it with your mod (to see if you build those in forest, in your territory but far from your cities, it worked to resist nukes attack or not))
Deathwing Oct 30, 2016 @ 10:35pm 
But eventually, with the range of your nukes, it makes it worth to base nukes on submarine more than on cities. (still submarines can be detected and destroyed :( ) Meaning the "nuke=destroy city" would still be fun. (and like real life)
Deathwing Oct 30, 2016 @ 10:33pm 
(or to make it fun while still "destroying cities", it could be like that : reducing the population level to 5 -to not destroy a city in 2 hits-, destroying farms etc around the city and some buildings inside plus the normal fallout tiles you have to clean but not the nukes and the air units -or just the nukes- and it would be somehow funnier since it would be almost "city nuked=destroyed but with nukes still active in the city")
Deathwing Oct 30, 2016 @ 10:31pm 
I played with that "nuke=destroy city in 1 hit" but you're right, the AI already barely used nukes (not with the mod on, of course, but not lots of nukes each turn) so if I could launch enough nukes to wipe all their cities day 1 of the war (and nukes stockpile) it wasn't that fun anymore.
VDNKh  [author] Oct 30, 2016 @ 8:37pm 
I can't teach the AI to do that though. In reality, hardend silos aren't immune to nukes. I put the indestructable city mechanic in to make up for the fact that a player could, in theory, wipe out a Civ's whole stock pile in one turn.
Deathwing Oct 23, 2016 @ 12:23am 
If you want to play with nukes destroying cities, just find the mod to create silos/airbase to store missiles/air fighters and build those away from cities and then get the nuke-destroy-city option back on your mod .xml.

That might work. (since you can retaliate even with destroyed cities) I will try that soon but that would make nukes worth it with this mod :) (because destroying whole cities is so much fun -in a game of course)
VDNKh  [author] Sep 19, 2016 @ 11:14pm 
They don't destroy cities because nukes are stored in cities. If you destroy their cities then the other civ cannot retaliate. It's all about mutually assured destruction.

If you read the comments further down, I explain how to restore that feature.
TBOSACR Sep 19, 2016 @ 8:53pm 
Why did you remove the ability to destroy cities? That was one of my favorite parts of using nukes.
The Vulpan Aug 7, 2016 @ 4:00pm 
Thanks! :steamhappy:
VDNKh  [author] Aug 7, 2016 @ 3:07pm 
I've always assumed you have to start a new game for this mod to work properly, but I haven't tested that.

I started a new game with only those 2 mods enabled and it worked.
The Vulpan Aug 6, 2016 @ 10:20pm 
Quick question? Do I have to start a new game to make this active or is there some known mod incompatiblities? Because everytime i try to load the Globalwarming mod and this, it reverts back to a Mod-less game.

PS: I know how to enable mods and use them correctly. Im just having trouble with this mod in particular. I want both these addons working so i can pollute the planet with fallout, and then the result causes climate to collapse.
VDNKh  [author] Jul 11, 2016 @ 12:04am 
In the vanilla game, you cannot destory capitals. Reading the comments in the RazeCapitals mod, it looks like the mod is broken with the expansions.
Gehenna Jul 10, 2016 @ 11:16pm 
I know that to make nukes destroy cities again you edit
"<Where Name="NUKE_LEVEL2_ELIM_POPULATION_THRESHOLD"/>
<Set Value="x"/>" so that x equals the population at which the city gets destroyed. Thing is, this doesn't work on capitals, even when you're playing with the RazeCapitals mod enabled. is there any way i could tweak those to make this work?
VDNKh  [author] Jul 1, 2016 @ 5:52pm 
Glad you like it c:
elykl9 Jul 1, 2016 @ 1:55am 
Thanks for the reply! Love the mod by the way. Played a game as Spain and I got surprise attacked by the Inca (ironically) and there goes a third of my population the next turn. Its made the late game much more fun
Grim Jul 1, 2016 @ 1:55am 
@elykl9

Yes it works with the CBP or now known as CBO or Vox Populi, I use the mod in all my games.
VDNKh  [author] Jul 1, 2016 @ 1:35am 
@elykl9

Not sure.
elykl9 Jul 1, 2016 @ 1:01am 
Will this work with CBP?
Euphoria Jun 16, 2016 @ 5:13pm 
you are M.A.D:steamhappy:
Grim May 30, 2016 @ 2:13pm 
Thanks for the reply, it was exactly what I was looking for, combined with the CBO all the civs with nuclear arms are now a force to be reckoned with and destruction for every civ is now guaranteed.
VDNKh  [author] May 30, 2016 @ 12:49pm 
They don't destroy cities because nukes are stored in cities. If you destroy their cities then the other civ cannot retaliate. It's all about mutually assured destruction.

If you really want nukes to insta kill cities set it like this

<Where Name="NUKE_LEVEL2_ELIM_POPULATION_THRESHOLD"/>
<Set Value="255"/>

That way a Nuclear Missile will destroy a cities if the population is below 255. So pretty much any city.
Grim May 30, 2016 @ 9:43am 
Nukes are far too weak even with the 4 lines removed from Defines.xml, they should at least destroy a city like they would in real life regardless of combat strength.