Charles555nc
Prince
- Joined
- May 3, 2010
- Messages
- 522
I still have never used environmentalism....
A question:
a very frequent human tactic is to use a spy to put a city in revolt for a turn, use max 8 siege units to collateral damage and then mop up city defenders with a little sod.
Example: 8 defenders, max 10 attackers + 5-6 siege.
Tha AI will use these tactic?
I know that is risky, but an opportunistic AI can use it wisely to gain advantage over a unprepared civilization.
Well, environmentalism might be too powerful. I'm not really sure. I've been thinking about it basically the whole time K-Mod has existed... It is certainly a very powerful civic... but from a balance point of view you'd expect it to be powerful, because it's the final one to be unlocked. -- And yet the other civics are still very useful too. If you have 2 or 3 big corporations, then Free Market is still stronger than Environmentalism. If you don't have any corporations at all, State Property is usually the best. My goal with Environmentalism was to balance it to be not-too-bad when you first get it, but to become almost a necessity if global warming becomes a major problem (which it usually doesn't, in my experience).Just an opinion...run with it however you like:
Is it just me or is environmentalism truly overpowered? I mean, you get MASSIVE increases in health which massively increases city sizes and therefore science and production, with also a happiness boost. I think that environmentalism should come with a -25% hammer value to all cities. Research has proven that there is nothing that compares to the efficiency of hydro, fossil or nuclear power...and nothing is on the horizon. Sure, maybe some of the population is happier with "going green," but the amount of lost electricity wattage would lead to serious losses in industry and food production in real life...which I'd be willing to say would cancel out the happiness factor for most people. Lower quality of life with more expensive energy prices and prices in general due to the energy increases would probably tend to wear on people rather quickly. It takes an area nearly the size of Vermont full of windfarms to equal the production value of one nuclear power plant. Just to be fair, here is a webisite for some more thoughts on the issue: http://nuclearfissionary.com/2010/04/02/comparing-energy-costs-of-nuclear-coal-gas-wind-and-solar/
Environmentalism seems truly over-powered and is not accurately reflected in the game today.
I rarely use it. Id rather go for free market or mercantilism (if i have republic). I my opinion economic civics should be the choice made by the economic state of the country. It is bad to force a single civic because is more powerful than others. As karadoc said, free market pwns sometimes, as well as state property. I dont find environmentalism too attractive unless my economy is NOT based on corporations/religions. Then i suffer the production to gain some gold by building windmills and watermills. The pollution reduction is not something im concerned about, as well as the health of ppl. I manage somehow.I still have never used environmentalism....
-This one guy got vassaled, and then the next turn asked me to stop trading with his master. First time I saw that.
En_Dotter
hey freind,
so i see you played mp, can you plz tell me what setting did you used? and did you had any oos errors?
I'm sure it is possible to merge K-Mod with some other mod, but I'm not really sure how difficult it would be. If the mod it is being merged with has significant changes to the dll, then I would think the merge would be tedious, and potentially difficult - but still doable. And merging would be much easier than making a whole new mod with similar scope.
I've designed the K-Mod AI to be quite flexible in most parts. So in most cases it should still work well in very different mods -- depending on what has been changed...
I currently have no intention of trying to merge stuff myself though. My main goal with K-Mod is basically to make BtS the same, but better rather than trying to add heaps of new features and content.
Can't hurt to give it a run!
Ive lost like 5 games on emperor now...I need to up my game. lol
I'm sure it is possible to merge K-Mod with some other mod, but I'm not really sure how difficult it would be. If the mod it is being merged with has significant changes to the dll, then I would think the merge would be tedious, and potentially difficult - but still doable. And merging would be much easier than making a whole new mod with similar scope.
I've designed the K-Mod AI to be quite flexible in most parts. So in most cases it should still work well in very different mods -- depending on what has been changed...
I currently have no intention of trying to merge stuff myself though. My main goal with K-Mod is basically to make BtS the same, but better rather than trying to add heaps of new features and content.