Nuclear weapons also have some ethical qualms, as weapons which should not be used in usual conflicts. But nuclear weapons are available rather far into playing CyberNations, and there is no ethical equivalent prior to the purchase of a Manhattan Project. Chemical weapons should be added because, while we have real-life treaties strictly prohibiting their manufacture/stockpile/usage, as of yet we have no such conventions in CN (proven by a GRL over 40
I propose the incorporation of Chemical Weapons into the military system.
They may be appropriately generic. Irritants, nerve-gases, and hallucinogens all result in human casualties and non-materiel losses with a decrease in military efficiency. The use of chemical weapons also violates certain ethics, which will sadden nations using them. This trade-off can make wars more interesting.
Chemical weapons will be obtainable through the Military Purchase Options screen, alphabetically prior to "Cruise Missiles". Three levels are available for purchase, with the purest grade affecting yourself considerably more than the weakest. Only one chemical weapon may be obtained per day. A nation may stockpile 2 chemical weapons for each border wall they own. (The border wall enables a nation to keep out inspectors and hide their cache.) Prices are fixed to cruise missile prices, and thus a resource which cheapens cruise missiles will also cheapen these.
Grade-C:
100 technology, 5 cruise-missles required. 4x cruise missile costs. (initial $80,000 / upkeep $800)
.: Kills 10% of remaining defending enemy soldiers.
.: Reduces population of enemy citizens by 2% (until next tax collection).
.: Lowers your own ground-attack efficiency by 10% (for 24 hours).
.: -1.0 to your own population happiness (until next tax collection with no offensive wars). -0.5 if unsuccessful.
Grade-B:
300 technology, 10 cruise-missiles required. 8x cruise missile costs. (initial $160,000 / upkeep $1600)
.: Kills 12.5% of remaining defending enemy soldiers.
.: Reduces population of enemy citizens by 5% (until next tax collection).
.: Lowers your own ground-attack efficiency by 12.5% (for 24 hours).
.: -2.0 to your own population happiness (until next tax collection with no offensive wars). -1.0 if unsuccessful.
Grade-A:
600 technology, 20 cruise-missiles required. 16x cruise missile costs. (initial $320,000 / upkeep $3200)
.: Kills 15% of remaining defending enemy soldiers.
.: Reduces population of enemy citizens by 8% (until next tax collection).
.: Lowers your own ground-attack efficiency by 15% (for 24 hours).
.: -4.0 to your own population happiness (until next tax collection with no offensive wars). -2.0 if unsuccessful.
Chemical weapons are not used in their lonesome, however. Here is where they become interesting. They must be delivered to the enemy by pre-existing means, your air or ground forces.
The Deploy Military page will be updated to reflect this setting, for nations stockpiling chemical weapons. Two drop-down boxes will be made available to these nations, reflecting the force equipped and the weapon grade. Examples, starting with the default:
QUOTE
[Soldiers] are equipped with [strictly conventional] weapons.
or
[Soldiers] are equipped with [Grade-C chemical] weapons.
or
[Bombers] are equipped with [strictly conventional] weapons.
or
[Bombers] are equipped with [Grade-A chemical] weapons.
etc.
or
[Soldiers] are equipped with [Grade-C chemical] weapons.
or
[Bombers] are equipped with [strictly conventional] weapons.
or
[Bombers] are equipped with [Grade-A chemical] weapons.
etc.
Because they are tied to a certain type of attack, chemical weapon attacks are theoretically limited to two-per-day per target. They are only effective if the ground battle was a Victory, or if the attacking bombers managed to survive the mission and destroy some infrastructure. Sending an equipped ground-assault/bombing-mission will automatically deplete one item of the chemical weapon from your arsenal, whether or not it is successful. The weakened happiness penalty would then be applied due to your country's attempted violation of ethics. Once the selected grade of chemical weapon is depleted, attacks will be strictly conventional until properly re-deploying.
The effects of each warhead is multiplicative, not additive. The citizen count would therefore be 92%^n where 'n' is the number of active Grade-A chemical attacks upon it.
And here is another interesting prospect afforded by deploying with your existing forces:
- Bomber-deployment doubles your aircraft losses (due to low-altitude flights) and cuts infrastructure damage in half
- Soldier-deployment cuts any land/technology gains and your inflicted infrastructure damage in half
This is because your forces are concentrated on gassing enemy forces, as opposed to blowing them out of fortifications. (The nature of this weapon is not explicitly to destroy your enemy's resources, but instead to diminish your enemy's ability to destroy you, by killing their soldiers and reducing their available population.) Your equipped force will be impaired militarily in order to deliver chemical weapons. Then the decision must be made as to whether you prefer inflicting damage by air or by land. Either way, the enemy will lose less infrastructure. By ground, your rewards are impaired. By air, you run the risk of needing to re-purchase more aircraft. This choice will enliven battles involving chemical weapons.
Now, for example numbers, let us consider the absolute worst-case scenario. One nation is at war with six. Each enemy nation is equipped with at least eight Grade-A chemical weapons. These six nations are experienced, and active at the time of update. They have preserved their attacks for tonight, and they had already deployed yesterday. Each Geneva-convention-defiling nation may, then, accomplish the following strategy:
.: Chemical ground assault (x2)
<re-deploy chemical weapons for bombers>
.: Chemical bombing run (x2)
<update>
.: Chemical bombing run (x2)
<re-deploy chemical weapons for soldiers>
.: Chemical ground assault (x2)
In this extreme chemical weapons event, if all of those Grade-A attacks were successful, from all six well-prepared nations, the victim (who probably would have already been sent into a defeat alert anyway) would lie with 5% of their available citizens until their next collection. Their attackers would pay with -32.0 happiness, each, for this coordinated strike (or -16 if all efforts were completely unsuccessful). And each offensive efficiency would have been culled to 27% for the next 24 hours. By expending eight weapons (out of ten that may be stored), each attacker would be restricted to 4 chemical weapons the following day if they re-purchase them as often as possible. So despite the radical number, it would be impossible to maintain that population advantage over an enemy.
This price makes massive chemical warfare a difficult, messy, and unwise prospect, but chemicals remain an effective punch against your enemies when you most need it. These weapons will not be something that requires update-blitzing due to their cumulative penalties which discourage binging. And perhaps best of all, stronger nations will still consider weaker chemical grades, in order to avoid this penalty for committing genocide, yet in many cases I am sure some will still see it as justified...
edit:
- civilian reduction time change, from__ 24-Hour-Effect __->__ Next-Tax-Collection
(reason: makes the result a little more effective, as well as easier to program for.)
- civilian reduction number increase, from__ 1.5%/3.0%/6.0% __->__ 3.0%/5.0%/8.0%
(reason: is your home prepared for a VX attack? Also more noticeably affects the recruitable population.)
- soldier reduction number decrease, from__ 15.0%/20.0%/25.0% __->__ 10.0%/12.5%/15.0%
(reason: we can assume many crews are prepared. consecutive chemical attacks are less overpowered.)
- happiness reduction time, from__ Until-Next-Tax-Collection __->__ Until-Collection-With-No-Offensive-Wars
(reason: you can not happily wage continuous offensive wars with chemical weapons!)
- additional chemical weapon build requirements of__ 5/10/20 cruise missile inventory
(reason: CMs represent a national arsenal, a form of chemical-weapons prerequisite.)
