ExtraModMod

Congratulations on releasing a stable 4.0! :)




On another note ...

Why did you change Warrens?

(is it an OOS/ Bug fixer thing ... or just a design choice? and if so then why? I feel like this would make warrens much less strong in quickspeed, and would also make building 'unique' living units abnormally fast ... rather than the previous hoard strategy of weak units, this seems to encourage using less, stronger units, and just being able to replace them faster)

Even in slow speeds, the bonus would be additive rather than multiplicative when you consider other production modifiers.

Was this considered to be a nerf of the Orcs? And if so then why?
 
[to_xp]Gekko;13049036 said:
lovely, just lovely! thanks very much to all those involved :)

Hi Terkhen!

I really appreciate you (and Tholal, of course) keeping the FFH mod-modding and modmod-modding alive. It warms the cockles of my heart that there are still skilled modders showing an interesting in this brilliant game.

I wish you godspeed with this gem of a modmodmod.

Congratulations on releasing a stable 4.0! :)

Thank you for the kind words! :)

Why did you change Warrens?

The most important reason for the change is that it allows the AI to understand how Warrens work, while with the hardcoded python effect it had no clue of why it should build the Warrens, or why it suddenly built two units when it was planning to build one.

With the change, the AI will value Masonry higher when playing as the Clan of Embers, and will usually rush it. I still have to teach the AI to properly value buildings which provide bonuses to living unit production (it does not seem to value properly buildings that provide bonuses to military production either), but since the python code for forcing the AI to build Warrens when a few conditions are met is still in place that part of the change it is not very urgent.

(is it an OOS/ Bug fixer thing ... or just a design choice? and if so then why? I feel like this would make warrens much less strong in quickspeed, and would also make building 'unique' living units abnormally fast ... rather than the previous hoard strategy of weak units, this seems to encourage using less, stronger units, and just being able to replace them faster)

Even in slow speeds, the bonus would be additive rather than multiplicative when you consider other production modifiers.

Was this considered to be a nerf of the Orcs? And if so then why?

From a balance point of view, I don't consider it a bad thing for the Clan. I don't understand why this represent a change in different game speeds, though; the average result should still be the same and it should be better for the Clan of Embers when building single units. Instead of creating two units each T turns, you create one in T/2 turns. The 100% bonus to production affects the same units than the old Warrens did (except for unique units, that's true) so when queueing many units you should get the same amount of units than with the old implementation.

Bear in mind that with Multiple Production (also included in 0.4.0, I considered it a necessity before trying to improve the Warrens) you can still produce any number of units in the same turn if your production is high enough so creating hordes of weak units is even more powerful now. With many bonuses to production and Warrens, you could easily reach a point in which you are able to build three axemen in the same turn.

In the early game, I believe that the change improves the Clan. I cannot think of any situation in which you would want to build two workers or two settlers at the same time when one would be enough at the moment, and now you can build a single one in half of the previous time. Overall, I don't think that this change is a nerf but a slight buff, and it also improves a lot how the AI handles the Clan.

I agree that maybe the production modifier to living units should not be applied to unique units. It should be simple to implement this change for 0.5.0, but I'd like to hear what others think first before creating a task.
 
Oh, now I understood what you meant by additive and multiplicative. Yes, in certain cases (Pillar of Chains, a lot of other multipliers such as having the Heroic Epic) it would result on less production than with the old duplication. It should be possible to make the 100% apply to the final production, yes. I'll think about this.
 
well, it's not "in certain cases"; it is almost for every mid-range city :
forge is sufficent. (+20%)
+ civic nationalism (+10%)
(old warrens gave 130%total for 2units : roughly 260% prod per unit.
new warren : 100+100+30: 230% /per unit)

in those cases the "new" warrens are already a bit less powerful.
(but more powerful with pacifism and apprenticeship (-20 / -10%: total -30 : +100 : 170%instead of 70*2=140)

for heroic epic (+forge) you would have had : 100(base)+100(HE)+20(forge) : 2units = (roughly) 440% prod (+340%)
now : heroic epic + forge + warrens : +220.total 320%

maybe just putting warrens at 150% would be sufficent to mitigate the heroic epic case and as it would do more than compensate in forge cities, it would average ?

and as all units get the free xp/promotions : this would balance with the slightly lower production
 
it should be noted that producing stuff a lot faster is more useful than building two at the same time, getting stuff out faster gives you tons of flexibility. so it's debatable whether it's a buff or a nerf. not a big issue since it can be easily balanced by raising/lowering the bonus after proper playtesting ;)

I seem to remember that the bug with warrens not giving proper xp to doubled units was fixed a while ago but I don't usually play clan, did anyone test that lately? not sure if the behaviour was intended or a limitation honestly. Fall Further changed warrens by making the units weaker but that was overly complicated, a simple -10% strength promo should suffice for example.

about uniques, the manual states that "warrens do not double any Hero, National, Siege or Naval units" so if the behaviour in EMM could mimic this is would be best imo ;)
 
"only living" removes at least siege and naval..
and on top of that removes chances to boost undead ones (what did the old warrens do on those ?)
 
I believe that the old warrens doubled things like Diseased Corpses and Stygian Guards but I'm not entirely certain. However the 'living only' certainly makes more sense! ^_^

That multiple production is in ... actually alleviates a lot of my fears on this implementation. :)

That being said, it *is* still additive rather than multiplicative as you have come to realize ... I feel as though it would be best if it did act upon the 'final' production, and perhaps had no effect on heroes and national units.
 
I'm going to be playing another big MP game on the 22nd and can play Clan if people would like an MP run through. Let me know if there is any other playtesting you need done, Terkhen: I can try to convince people to play those specific races.

It seems like this would slightly nerf the RoK hammer multiplication trick? That would be the biggest impact. Otherwise I don't really see the issue: you lose a little bit of production, but potentially get more active turns out of the units and don't waste overflow. Traditionally FFH assumes higher-tier units are more cost effective, so producing a single high tier unit twice as fast should be preferrable to two low tier units in the same time.
 
rebounding on blakmane :
there is the RoK hammers... (but no more than for other units)
(with heroic epic, with 45hammers you could get 2 SoK ==> 90hammers worth).
now : HE + warrens : need 60 hammers to get 2units : 90hammers : the return is less. 300% prod instead of 400%)


and .. buying with gold.
Before, it you bought with gold, you bought 1 and got 2.
now you'll still need to buy 2 as iirc the gold price is not reduced by the %production.

--> maybe gold price could depend on %production

(not to say it is a bad idea.. )
 
well, it's not "in certain cases"; it is almost for every mid-range city :
forge is sufficent. (+20%)
+ civic nationalism (+10%)
(old warrens gave 130%total for 2units : roughly 260% prod per unit.
new warren : 100+100+30: 230% /per unit)

in those cases the "new" warrens are already a bit less powerful.
(but more powerful with pacifism and apprenticeship (-20 / -10%: total -30 : +100 : 170%instead of 70*2=140)

for heroic epic (+forge) you would have had : 100(base)+100(HE)+20(forge) : 2units = (roughly) 440% prod (+340%)
now : heroic epic + forge + warrens : +220.total 320%

maybe just putting warrens at 150% would be sufficent to mitigate the heroic epic case and as it would do more than compensate in forge cities, it would average ?

and as all units get the free xp/promotions : this would balance with the slightly lower production

I don't think that we should balance the Warrens having in mind cities with the Heroic Epic. You are right about the forges and other lesser production modifiers; the new implementation reduces the efficiency of Warrens in high production cities but I believe this is partially offset by the fact that the Clan is one of the civilizations that can abuse Multiple Production more easily. By the way, units duplicated by the old implementation of the Warrens already got all of the goodies they would have gotten if they were built normally (at least in More Naval AI).

[to_xp]Gekko;13056828 said:
it should be noted that producing stuff a lot faster is more useful than building two at the same time, getting stuff out faster gives you tons of flexibility. so it's debatable whether it's a buff or a nerf. not a big issue since it can be easily balanced by raising/lowering the bonus after proper playtesting ;)

I seem to remember that the bug with warrens not giving proper xp to doubled units was fixed a while ago but I don't usually play clan, did anyone test that lately? not sure if the behaviour was intended or a limitation honestly. Fall Further changed warrens by making the units weaker but that was overly complicated, a simple -10% strength promo should suffice for example.

That's my point of view, mostly. As you mention, any rebalance should take into account the increased flexibility, specially in the early stages of the game, in which as I mentioned the new implementation gives the Clan an edge by allowing them to create faster workers and settlers. Jonas Endain is specially powerful now in this aspect.

I'd rather not introduce new promotions; that would make the AI code a bit more confusing. I believe we should be able to rebalance the new implementation by tweaking how it modifies production only.

[to_xp]Gekko;13056828 said:
about uniques, the manual states that "warrens do not double any Hero, National, Siege or Naval units" so if the behaviour in EMM could mimic this is would be best imo ;)

"only living" removes at least siege and naval..
and on top of that removes chances to boost undead ones (what did the old warrens do on those ?)

I believe that the old warrens doubled things like Diseased Corpses and Stygian Guards but I'm not entirely certain. However the 'living only' certainly makes more sense! ^_^

I'm not sure about how it works in vanilla Fall from Heaven 2, but in More Naval AI the Warrens only affect units that are world units, not national units, not mechanical and that are alive. The actual source code that checks which units to duplicate in the old implementation is:

Code:
if isWorldUnitClass(unit.getUnitClassType()) == False:
if isNationalUnitClass(unit.getUnitClassType()) == False:
if not unit.isMechUnit():
#if unit.getUnitCombatType() != UnitCombatTypes.NO_UNITCOMBAT:
if unit.isAlive()

Therefore, both the More Naval AI implementation and the new one in ExtraModMod affect the same units, except for world and national units. I agree that the new implementation should not work with World and National units either.

That being said, it *is* still additive rather than multiplicative as you have come to realize ... I feel as though it would be best if it did act upon the 'final' production, and perhaps had no effect on heroes and national units.

Although possible, that would complicate how production is evaluated in the DLL, and how is it displayed in the information panels in the city GUI. Even with these cons, I also believe that one of the best ways to balance the new implementation is to make it as close to the original implementation as possible by making Warrens multiply the final production instead of being added to the rest of multipliers and then used to multiply the raw production. Given the increased flexibility and faster expansion in the early game that the new implementation provides (along with Multiple Production), I don't think that in this case the bonus should be of 100%, though.

I'm going to be playing another big MP game on the 22nd and can play Clan if people would like an MP run through. Let me know if there is any other playtesting you need done, Terkhen: I can try to convince people to play those specific races.

Great! The Kuriotates have not been playtested properly in MP in either More Naval AI or ExtraModMod for years, so that would be another race that would require testing. Other than that, I can't think of any specific civilization that requires playtesting. Thank you, and have fun!

It seems like this would slightly nerf the RoK hammer multiplication trick? That would be the biggest impact. Otherwise I don't really see the issue: you lose a little bit of production, but potentially get more active turns out of the units and don't waste overflow. Traditionally FFH assumes higher-tier units are more cost effective, so producing a single high tier unit twice as fast should be preferrable to two low tier units in the same time.

rebounding on blakmane :
there is the RoK hammers... (but no more than for other units)
(with heroic epic, with 45hammers you could get 2 SoK ==> 90hammers worth).
now : HE + warrens : need 60 hammers to get 2units : 90hammers : the return is less. 300% prod instead of 400%)

Yes, it reduces its efficiency. In my opinion using Soldiers of Kilmorph to increase you production is not an intended effect of the Warrens, though; and a micromanagement based production strategy in a game devoid of any other similar production strategies always felt out of place to me (specially in a turn-based strategy game in which production micromanagement requires no skill and only increases waiting time for other players).

Because of these problems I thought about disabling the effect of Warrens for units which can be sacrified in order to generate production, but since this is not something that affects my games much and it is usually regarded as a valid strategy by most players I decided to not implement this change.

Judging from Calavente's numbers (specially if for the worst case scenario they are taking Heroic Epic into account, which will not be built in all of unit production cities anyways) it still seems like a valid strategy with the current implementation, though.

and .. buying with gold.
Before, it you bought with gold, you bought 1 and got 2.
now you'll still need to buy 2 as iirc the gold price is not reduced by the %production.

--> maybe gold price could depend on %production

(not to say it is a bad idea.. )

I wasn't aware that the Warrens also duplicated bought units. That is something that in my opinion does not make sense. Why should units which have not been raised in the Warrens benefit from their effects? It sounds as if slave traders and the Guild of the Nine did 2x1 sales to the Clan because they had rough childhoods. IMO preventing this is a positive change of the current implementation.

In conclusion, I propose two different implementations:

  • The Warrens increase production of living units (except national and world units) by 120%. This would just give a slight buff to the current implementation. The extra 20% is meant to alleviate a bit the production reduction in cities with high production modifiers created by the new implementation, but without making the improvements to the early game too crazy.
  • The Warrens multiply production of living units (except national and world units) by 80%. The reduction in 20% takes into account that without it this implementation would be more powerful than the old one; increased versatility, half of the cost for workers and settlers (one quarter cost settlers for Jonas Endain!), and with certain setups I reckon that it would easily allow to build three or even four weak units each turn.

I believe that in order to discuss which option is better, tweaks to them or proposing a new one, the current implementation should be playtested first. My own testing games make me prefer the first one since I barely noticed the problems mentioned in this thread and it is cleaner from a code point of view, but I wouldn't mind using the second one either. The second implementation worries me by how much it would buff production oriented gameplay for the clan, though.
 
After seeing the proposed alternatives, I would also propose to simply playtest what we have now. Perhaps I'm beeing superstitious, but I feel like option 1 might be too strong in the early game and option 2 might be too weak in the early game, while current implementation is largely identical to early game, except maybe w/ nationalism.

I think ultimately I'd choose between either 100% or 110%. As the benefit of warrens is, imho, most noticeable in the early game- with the purpose to establish a growth curve in cities/units to *more* than offset their lack of tech, aided by their peace with the barbarians.

For this reason I think that option 2, being a nerf to the early game, would be a larger nerf in general.

(having option 2 being 120% might be a bit too high ... )


In closing, I think the desired effect might lie within 100%, 105%, and 110% (for early game).

Technically 110% would be as if it was multiplying for apprenticeship ...


Unless its proven to be overpowered I feel like 100% w/ Multiplicative would be fine. I can see how that might be abused ... but I feel as though this would be identical to the previous implementation.
Spoiler :
(well, identical with respect to time, but if a building was only 1 kilmorph away from being done rather than by 2 kilmorphs ... then it could be created 1 kilmorph faster .... and how many kilmorphs could one create within a single turn that could arrive at production site before a 2nd kilmorph could be produced at or near that production site. You can't exactly have 10-20 cities producing kilmorphs and call it an increase in speed unless you had more than one production site imho, but as each city can become a production site, the choice is between building a useful building or to build a kilmorph there for another city. If all cities are constantly building kilmorpths there will be no effect, and if no cities are building Ks there will be no effect. So then where would be the intercept at which you maximize production? Well FFH2 wasn't built to produce that answer, and neither am I necessarily, although I can guarantee you that it will rarely be 50/50. The equilibrium point would be based upon the relative production costs of the 'other' things built, when compared to the production potential at K producing sites. Obviously having the best sites converted to K sites is a no brainer, but if one just randomly applied K-sites, then the production potential at B-sites would also need to be taken into consideration. With corresponding conversion of B-sites to K-sites and vice versa. I could see some cases, as in the old FFH2, where having K-sites of N-1, and 1 B-site, could be the most efficient if they were rushing a victory building such as TOWER OF MASTERY. I believe this was how a Realms Beyond player got one of the fastest FFH2 tower victories in history, as well as one of the fastest FFH2 victories in general, at least from my reservoir of experience ... coming at t140 on quick speed. Using the K-sites for production of the lesser towers AND of the primary tower, while using Ks as defense when needed.


I can only see 100%/110% additive being a severe disadvantage if there was an orc player trying for a 'Vertical' game, and largely relying on a single production city with Heroic Epic + Warrens. But then I suppose vertical orcs aren't necessarily a valid response to the metagame.

With consideration to time and energy, having 110% is probably the best option (additive).
 
it definitely needs playtesting, do not underestimate what building settlers/workers at double speed will do to a Barbarian civ, it has the potential to snowball. might be a good time to raise the score cap to lose peace with barbs to 2x instead of 1.5x , it would be frustrating to lose peace very early.
 
you're the boss :)

just to say (but not for changing your opinion, mind): for Jonas you only get settlers/workers at 1/3 price.. (1hammers gives +100% +100% =3hammers worth) : not 1/4. 1/4 would only be in heroic epic city IMO;.. and maybe not even if HE was only for combat unit. I can't remember)
(old warrens for jonas : 1H-->2 --> 2settlers : 1h=4H : settlers at 1/4 cost... but (as mentionned) always in pair)

Further : Conquest allowed to build units with food. said unit being doubled meant that the food (which normally doesn't use the % on production) has a doubled effect for warrens (and possibly chopping forests too if those can be used for living units..)

unless the mechanics changed with Emm (and MnAI), food is not modified by the production modifiers. so the new warrens would have no effect on the "food-production" during conquest civic.


I almost never play clan.
However I'm often playing conquest + nationalism to get 10% on hammers (instead of -10% which is damaging due to rounding down) and have food heavy cities help the war effort.

In this strategy, the new warrens will be less useful (except for the increased flexibility. but I rarely need that as much as increased amount of units).


For warrens vs gold: buying units with gold is not that you buy them as slaves as you meant (RoK or guilds enables to do that.. and they frown on slavery... and would you really buy a paladin from slavery ?).

I think you mistook my meaning : I didn't meant that slave buying / mercenary buying (which is done through a spell) was doubled !!
I meant when you rush-buy the production.. !

It is just that you offer GOLD to the guys that enlist if they have already some experience. so you get private guards and all that enlist instead of newbies that you have to equip and train from scratch.
(and you buy the equipement to merchants at a heavy price instead of having it built in-house or through normal channels)

Thus, with warrens being warrens... one can estimate that the same sum of money would bring to you more guys (they are ready to kill and die for less than in other cities) and/or they are already used to fighting and need less training:
ergo you can "buy" two units worth of already- trained guys instead 1 unit worth in other cities..
(Not to say that you sould keep the old warrens.. but just for saying that I disagree about your view about gold-buying)


what about this :
warrens : +100% to production for living units / allow living units to be built using food.
:) it would force you to be in a perpetual "conquest" mode in your unit-cities.
it would be both a bonus and a malus.

-bonus as you can chose another civic and still get the bonus of conquest (most of it at least : not the increased pillage...)

-it would compensate for the "difference" with the former warrens when one has forge or is in nationalism.

-malus as you cannot go out of this civic in the cities that have it.
 
Great! The Kuriotates have not been playtested properly in MP in either More Naval AI or ExtraModMod for years, so that would be another race that would require testing. Other than that, I can't think of any specific civilization that requires playtesting. Thank you, and have fun!

No worries! We actually played a Kurios game with some newbies last week (Malakim, Sidar, Kurios, Khazad no AIs, prince difficulty). The kurios were definitely dominant, but I didn't feel like the multiple production mod made a huge difference - the kurios player only hit 2 units/turn after the game was already clearly won. As an aside, centaurs are really strong - they make all other military paths obsolete for kurios. That's ok though - I never felt like they were unstoppable, just decisive in the midgame, which is where the kurios should shine after all. After a few early tussles the game became passive and the kurios ended up winning via altar victory with a gifted GE at ~t200.

[to_xp]Gekko;13058489 said:
it definitely needs playtesting, do not underestimate what building settlers/workers at double speed will do to a Barbarian civ, it has the potential to snowball. might be a good time to raise the score cap to lose peace with barbs to 2x instead of 1.5x , it would be frustrating to lose peace very early.

Remember that food bonuses don't apply to production modifiers, so this may actually be a secret nerf. We'll see how it pans out next week - I'll probably go sheelba and play REX/aggression... although....I don't really like Jonas but perhaps he would be a better pick to test out the strength of the early warrens REX?
 
After seeing the proposed alternatives, I would also propose to simply playtest what we have now. Perhaps I'm beeing superstitious, but I feel like option 1 might be too strong in the early game and option 2 might be too weak in the early game, while current implementation is largely identical to early game, except maybe w/ nationalism.

I agree, yes.

I think ultimately I'd choose between either 100% or 110%. As the benefit of warrens is, imho, most noticeable in the early game- with the purpose to establish a growth curve in cities/units to *more* than offset their lack of tech, aided by their peace with the barbarians.

For this reason I think that option 2, being a nerf to the early game, would be a larger nerf in general.

(having option 2 being 120% might be a bit too high ... )

In closing, I think the desired effect might lie within 100%, 105%, and 110% (for early game).

Technically 110% would be as if it was multiplying for apprenticeship ...

Unless its proven to be overpowered I feel like 100% w/ Multiplicative would be fine. I can see how that might be abused ... but I feel as though this would be identical to the previous implementation.

I can only see 100%/110% additive being a severe disadvantage if there was an orc player trying for a 'Vertical' game, and largely relying on a single production city with Heroic Epic + Warrens. But then I suppose vertical orcs aren't necessarily a valid response to the metagame.

With consideration to time and energy, having 110% is probably the best option (additive).

I don't think vertical games are common for the Clan (you either expand in the early game or the research penalty ends up killing you). I wouldn't mind using the multiplicative option or even increasing the percentage a bit, but certainly not up to 100%; otherwise this feature would be a huge buff for the Clan. Let's see how playtesting goes :)

[to_xp]Gekko;13058489 said:
it definitely needs playtesting, do not underestimate what building settlers/workers at double speed will do to a Barbarian civ, it has the potential to snowball.

That's one of my main fears with the multiplicative option, yes. Implementing the somewhat complicated multiplicative production change just to discover that it is overpowered and needing to undo it.

[to_xp]Gekko;13058489 said:
might be a good time to raise the score cap to lose peace with barbs to 2x instead of 1.5x , it would be frustrating to lose peace very early.

Is that really necessary? I never managed to trigger that cap myself.

you're the boss :)

just to say (but not for changing your opinion, mind): for Jonas you only get settlers/workers at 1/3 price.. (1hammers gives +100% +100% =3hammers worth) : not 1/4. 1/4 would only be in heroic epic city IMO;.. and maybe not even if HE was only for combat unit. I can't remember)
(old warrens for jonas : 1H-->2 --> 2settlers : 1h=4H : settlers at 1/4 cost... but (as mentionned) always in pair)

I always share my opinion in order to discuss what I propose or implement and let the feedback change it if necessary. I have been proven wrong in the past, I will certainly be wrong again about something in the future and I could be wrong at this too :P

Anyways, I mentioned the 1/4 settlers for Jonas Endain twice in my last post; once for the multiplicative solution and once again for the current additive solution when talking about early game power. In that context, the Heroic Epic can be ignored (or even forges). I was talking about the snowball effect [to_xp]Gekko mentioned.

Further : Conquest allowed to build units with food. said unit being doubled meant that the food (which normally doesn't use the % on production) has a doubled effect for warrens (and possibly chopping forests too if those can be used for living units..)

unless the mechanics changed with Emm (and MnAI), food is not modified by the production modifiers. so the new warrens would have no effect on the "food-production" during conquest civic.

Conquest is something I overlooked and it could be considered as a considerable nerf. If EMM stays with the additive solution IMO it would be best to make the living unit production modifier apply when units are being produced with food too. If the multiplicative solution is implemented, it should take this into account too.

For warrens vs gold: buying units with gold is not that you buy them as slaves as you meant (RoK or guilds enables to do that.. and they frown on slavery... and would you really buy a paladin from slavery ?).

I think you mistook my meaning : I didn't meant that slave buying / mercenary buying (which is done through a spell) was doubled !!
I meant when you rush-buy the production.. !

It is just that you offer GOLD to the guys that enlist if they have already some experience. so you get private guards and all that enlist instead of newbies that you have to equip and train from scratch.
(and you buy the equipement to merchants at a heavy price instead of having it built in-house or through normal channels)

Sorry, I completely misunderstood what you were talking about :)

Yes, I understood buying units directly. With regard to rushing via gold or slavery, my reasoning is that Warrens should not affect it. In my opinion the Warrens increase production of living units just by increasing the number of available citizens that could potentially be trained to become units. Under this assumption, the Warrens should not be helpful when rushing production because their method can't be hurried :)

Of course, this change should also be taken into account with regard to balancing the new solutions.

what about this :
warrens : +100% to production for living units / allow living units to be built using food.
:) it would force you to be in a perpetual "conquest" mode in your unit-cities.
it would be both a bonus and a malus.

-bonus as you can chose another civic and still get the bonus of conquest (most of it at least : not the increased pillage...)

-it would compensate for the "difference" with the former warrens when one has forge or is in nationalism.

-malus as you cannot go out of this civic in the cities that have it.

Would that make cities don't grow when they are producing military units? Sounds like a too huge penalty.

No worries! We actually played a Kurios game with some newbies last week (Malakim, Sidar, Kurios, Khazad no AIs, prince difficulty). The kurios were definitely dominant, but I didn't feel like the multiple production mod made a huge difference - the kurios player only hit 2 units/turn after the game was already clearly won. As an aside, centaurs are really strong - they make all other military paths obsolete for kurios. That's ok though - I never felt like they were unstoppable, just decisive in the midgame, which is where the kurios should shine after all. After a few early tussles the game became passive and the kurios ended up winning via altar victory with a gifted GE at ~t200.

I see :)

Well, I assume that he would have been sometimes creating 2 units per turn long before that (Multiple Production carries overflow and allows to use it for creating multiple items). In my OOS testing games I noticed that while using the Kurios, even if I was just pressing intro and producing random stuff until an OOS appeared without bothering with expansion, I was usually at the top of the table. Although playing in Settler had a lot to do with that, I felt that casting Legends on turn 1 was also very helpful for early starts, specially if you manage to get a starting position with good food and commerce.

Remember that food bonuses don't apply to production modifiers, so this may actually be a secret nerf. We'll see how it pans out next week - I'll probably go sheelba and play REX/aggression... although....I don't really like Jonas but perhaps he would be a better pick to test out the strength of the early warrens REX?

More of an unintended nerf :)

Jonas should be a better pick for the likely emergent problem; a strong expansion at the beginning of the game made possible by creating many new settlers cheaply.
 
on second thought the snowball effect might not be as severe as I wrote, after all you need to tech masonry which competes with other useful early techs and warrens require quite some hammers early game, they're more of a midgame thing.

I tend to agree with you, making the bonus multiplicative might be lots of work for little reward, especially considering how easy it is to tweak the production bonus :D let's try it out with +100% production and see how it feels :)
 
I just did some playtesting of settler build speed as jonas in SP (prince difficulty, quick speed, small map with AIs). The results were extremely underwhelming. My three largest cities could produce a settler every three turns. Sounds impressive, until I removed the warrens in world builder to find I could produce a settler every..... four or five turns. This makes the warrens change a nerf to a super-REX strategy if anything: I SAVE two turns with the old warrens compared to the new, in terms of efficiency. The lack of food multiplier in the production bonus really hits worker/settler production very hard as it often contributes more than 50% to the production of the unit.

My REX was strong as an expansive barb leader (I quit after turn ~150, already in the 'snowball phase'), but I didn't feel like the warrens added much to the strategy: they come too late for that critical first 2-3 cities and are too expensive hammer wise to produce in newly founded cities, so there's no exponential growth associated. I quickly found a better use for my warrens cities was pumping 2-3 axemen a turn in each city and attacking my close neighbours instead of wasting time making marginally faster settlers.

I'll still play clan in the upcoming MP-fest we have on this saturday (I wanted to anyway!), but I'm not convinced MP testing is even necessary at this point. It's pretty clear to me from this the warrens change doesn't benefit a REX strategy mechanically.
 
The Warrens change fundamentally alters the purpose of the building. Increasing production is a significantly different from doubling units. IMO, this change is un-needed and a bit complex. If the main goal is to make the building more AI-friendly, then the change should be adding a new XML tag that the AI can understand. Otherwise you're really mucking with the way the Clan plays.
 
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