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Irony Be My Shield
Jul 29, 2012

The Iroquois are pretty close to vanilla but they don't have any crippling penalties that would make them unplayable.

e: I mean obviously having a worse workshop sucks but the amount of damage that does to your production is nowhere near that of "you only have one city".

Irony Be My Shield fucked around with this message at 13:14 on Nov 11, 2014

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Attestant
Oct 23, 2012

Don't judge me.
Somebody who is well versed in SP might be fooled in to thinking that Venice is playable in MP, I guess.

Tindahbawx
Oct 14, 2011

What mod currently available would be the best to get to balance the games Social Policies a bit better than they are with vanilla BNW?

Aside from that are there any other balance mods I should consider using? I couldn't care less about achievements, just about having a balanced game.

Boatswain
May 29, 2012

Attestant posted:

Somebody who is well versed in SP might be fooled in to thinking that Venice is playable in MP, I guess.

You rely on so many AI-crutches when playing SP though, I can easily imagine that MP is much more vicious.

Attestant
Oct 23, 2012

Don't judge me.

Gort posted:

OK, I remade the modpack for the new patch

Contents:

Active AI in multiplayer

Social Policy Rebalance - Buffs up non-Tradition starter social policies to give more of a choice at game start

AI Rebalance - Removes AI free techs and cheap unit maintenance, gives them cheaper techs throughout the game and lots of free promotions on their units

National College Nerf - Makes the National College a flat +10 Science - nice, but not something to rush to every game

Rebalanced Warfare - Gives all infantry +50% strength against cities, rebalances ranged units so that they always have 2 range, and rebalances siege units so they always have 3 range and indirect fire

The pack is compatible with multiplayer as long as everyone has it, and if you play it singleplayer you'll get achievements.

Oh hey, I'm really liking the sound of your modpack, but it seems to conflict with Enhanced User Interface pretty bad. Mainly the city view screen turns in to a black jumbled mess for me, making city management impossible. Any idea what might cause that, or if there's some select component I can just leave out from either mod to make them play nice?

Gort
Aug 18, 2003

Good day what ho cup of tea

Attestant posted:

Oh hey, I'm really liking the sound of your modpack, but it seems to conflict with Enhanced User Interface pretty bad. Mainly the city view screen turns in to a black jumbled mess for me, making city management impossible. Any idea what might cause that, or if there's some select component I can just leave out from either mod to make them play nice?

I bet it's Active AI in Multiplayer. Do multiplayer functionality or achievements matter to you?

Attestant
Oct 23, 2012

Don't judge me.

Gort posted:

I bet it's Active AI in Multiplayer. Do multiplayer functionality or achievements matter to you?

Not really, no. So maybe try installing every other mod manually rather than the full pack, then?

(edit) actually both full mod packs seem to have a CityView, InGame and LeaderHead LUA file. These might be the conflicting part of the mods?

Attestant fucked around with this message at 18:41 on Nov 11, 2014

Lord Justice
Jul 24, 2012

"This god whom I created was human-made and madness, like all gods! Woman she was, and only a poor specimen of woman and ego. But I overcame myself, the sufferer; I carried my own ashes to the mountains; I invented a brighter flame for myself. And behold, then this god fled from me!"

Attestant posted:

Not really, no. So maybe try installing every other mod manually rather than the full pack, then?

(edit) actually both full mod packs seem to have a CityView, InGame, LeaderHead LUA file. These might be the conflicting part of the mods?

Delete CityView.lua out of Gort's modpack, that fixes the problem and doesn't cause any other problems far as I can tell; Enhanced UI just takes over for the City screen when you do that.

Gort
Aug 18, 2003

Good day what ho cup of tea
I like it when others find fixes for my shoddy code :D

Makaris
May 4, 2009
Could someone explain why the Longhouse is worse than the Workshop? I have some friends that like the Iroquois. They're also p bad so I don't take their word for it.

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe

Makaris posted:

Could someone explain why the Longhouse is worse than the Workshop? I have some friends that like the Iroquois. They're also p bad so I don't take their word for it.

Longhouse is +1 hammer per worked forest, while Workshop is +10% hammers overall. Typically most of your forests get chopped down and replaced by farms, which prevents making use of the longhouse bonus. Meanwhile, the workshop's bonus applies to everything that produces hammers, including not just tiles but also buildings (Factories, Forges, Stoneworks, etc.), Engineer specialists (and any specialist with the Statue of Liberty, and unemployed citizens) and I think even production trade routes. A reasonably productive city is going to have at least 30 hammers/turn in the midgame, and there's no way you're going to have 3 forests in range by that point. Later on the discrepancy gets even worse.

So basically you're looking at a building that might give a minor hammer upgrade compared to the original when you first build it, but pretty quickly is going to be strictly worse.

Vil
Sep 10, 2011

Yeah, if the Longhouse kept the +10% production but also added +1 per forest, it'd be pretty awesome. As it is, it's kind of a so-so tradeoff at best, though it does help more in the early game when you've got more forests around and +10% won't amount to much of anything.

Platystemon
Feb 13, 2012

BREADS
It’s rare that a city has enough forests for the flat production to outweigh the multiplier, and even when it happens, lumber mills blow. Anyone else’s city is going to be more flexible, able to switch between freshwater farms and mined hills to tilt the balance of growth and production when building settler or wonders or when limited by happiness. The Iroquois are stuck working their food/production tiles in a constant ratio.

Taking advantage of the longhouse’s bonus also means that you can’t chop forest to rush important projects, and when you get to the later eras, all your strategic resources are buried under forest that takes several turns to clear.

Vil posted:

Yeah, if the Longhouse kept the +10% production but also added +1 per forest, it'd be pretty awesome. As it is, it's kind of a so-so tradeoff at best, though it does help more in the early game when you've got more forests around and +10% won't amount to much of anything.

Eh, it would still compare unfavourably to Russian UA or Incan UI in my mind. Granted, the Russian UA and Incan UI are really good, but the Iroquois UA and UU remain bad.

What I’m saying is that Firaxis has no excuse for denying the Longhouse the multiplier when it would at best put the Iroquois in the middle of the pack.

Fur20
Nov 14, 2007

すご▞い!
君は働か░い
フ▙▓ズなんだね!

TooMuchAbstraction posted:

A reasonably productive city is going to have at least 30 hammers/turn in the midgame, and there's no way you're going to have 3 forests in range by that point. Later on the discrepancy gets even worse.

It kinda depends on how hilly your map is. Unless there are resources on them, I tend to lumbermill up on Forest/Hills. If you're using settings to reduce the world's age (which is, admittedly, kind of unlikely), I can see Longhouses coming into play then, but yeah, they're pretty lovely, aren't they?

Platystemon posted:

Eh, it would still compare unfavourably to Russian UA or Incan UI in my mind. Granted, the Russian UA and Incan UI are really good, but the Iroquois UA and UU remain bad.
Oh, citing Terrace Farms is cheating :v:

It would be tied for best with Polders, except you can build them loving everywhere with no restrictions.

Pvt.Scott
Feb 16, 2007

What God wants, God gets, God help us all
How is the Iroquois UU lovely? Isn't it a resource-free swordsman replacement? That gives you a guaranteed sword rush, which when combined with the forest "roads" means you can invest more early resources to getting a murder machine running. Can't say I've ever played them myself, but the AI seems to do well with Hiawatha.

E: I have started in mostly flat forested turndra 6-10 tiles deep before. There's the one and only scenario where the longhouse would shine. For a while. Maybe.

Nasgate
Jun 7, 2011
The one time I randomed Iroquois I got stuck in a giant forest/jungle hybrid that allows room for 2-3 cities to be connected for free, right next to the celts. When i got invaded I destroyed 6 units with one Mohawk because of the insane movement discrepancy.

And then I ended up with a ridiculous science bonus from that jungle and went to the moon in 1780. Faster than my Korea game beforehand.

I never even thought about longhouses since the free roads/ movement is soooooo good on anything but island/fractal maps. Instead of needing a small force to defend each city, i only ever needed one until I got so far into science I went America style and ended wars for fun while building the spaceship.

Platystemon
Feb 13, 2012

BREADS

Pvt.Scott posted:

How is the Iroquois UU lovely? Isn't it a resource-free swordsman replacement? That gives you a guaranteed sword rush, which when combined with the forest "roads" means you can invest more early resources to getting a murder machine running. Can't say I've ever played them myself, but the AI seems to do well with Hiawatha.

The problem with the Mohawk Warrior is that it’s still a swordsman.

The UA works for city connections, saving you a few GPT maybe (but the governor hates forests so good luck getting your borders to encompass the tiles you need), but it’s bugged in that a unit that moves from a proper road to a forest “road” consumes two movement points, so you probably want to build roads on forest tiles anyway and get no advantage from it.

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe
The Iroquois UU isn't bad, but Swordsmen aren't usually a unit you're going to prioritize; taking away the resource requirement doesn't really change that. Being able to focus-fire ranged units (Composite Bowmen in this case) is more flexible, plus of course ranged units don't take damage when they attack :argh:

DeathChicken
Jul 9, 2012

Nonsense. I have not yet begun to defile myself.

Well yeah, but you are going to need meatshields to block people off while your bows stand there and plink (unless you're Genghis), so they may as well be good ones.

Platystemon
Feb 13, 2012

BREADS
On the other hand, they’re just meat shields, so they might as well be cheap.

Spearmen and horsemen can hold the line till pikemen arrive.

Super Jay Mann
Nov 6, 2008

The ultimate problem with Iroquois's UA and UB is that forests are unequivocally terrible tiles that should be cleared ASAP. Attempting to take advantage of their unique traits leaves you in a worse position than if you had pretended they had no abilities at all.

Irony Be My Shield
Jul 29, 2012

I kindof like the idea of a civ that gets to keep forest tiles around to defend themselves, maybe it would work if they had some bonus to/some improvement for forests that let you avoid cutting them down.

berryjon
May 30, 2011

I have an invasion to go to.
You mean like the Celts, who get faith?

Irony Be My Shield
Jul 29, 2012

I guess there'd be some overlap, but as far as I can tell with Celts it's just a matter of leaving one forest next to your city up and ignoring it, making forests into an actual viable work tile could turn out differently.

Super Jay Mann
Nov 6, 2008

If Iroquois had some way to add food yields to forest tiles that'd go a long way to making them viable.

lenoon
Jan 7, 2010

Wouldn't that be in keeping with the aim the civ is going for as well? Just build a hunting camp or something that adds a minor food bonus?

Attestant
Oct 23, 2012

Don't judge me.
Man, it's weird to discover I've been doing something wrong for a very long time. I've almost always left most forests around, unless they're freshwater tiles, and just built lumber mills on them.

Now I feel dumb. :saddowns:

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe

lenoon posted:

Wouldn't that be in keeping with the aim the civ is going for as well? Just build a hunting camp or something that adds a minor food bonus?

Replace the Longhouse UB with a Longhouse UI that gives +1 Food, +1 Production, +1 Gold on forest tiles. Add a kicker to it somewhere in the Renaissance/Industrial era.

Jippa
Feb 13, 2009
I would like a mod that creates a check box for "accept embassy requests".

THE BAR
Oct 20, 2011

You know what might look better on your nose?

Attestant posted:

Man, it's weird to discover I've been doing something wrong for a very long time. I've almost always left most forests around, unless they're freshwater tiles, and just built lumber mills on them.

Now I feel dumb. :saddowns:

Am I doing horribly by just putting my workers on auto? I just assumed they would upgrade whatever gave the most.

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe

THE BAR posted:

Am I doing horribly by just putting my workers on auto? I just assumed they would upgrade whatever gave the most.

You're certainly not helping yourself, and if you want to move up in difficulty you'll want to take more manual control. The game doesn't really understand that food is the most important tile yield, so it'll do things like put mines on freshwater hills, and it loves to throw down trading posts everywhere. It also has pretty awful prioritization in my experience.

Certainly your first worker should be manually controlled, especially if barbarians are a potential issue. You want that guy to be building nothing but farms and resource improvements basically nonstop.

Gort
Aug 18, 2003

Good day what ho cup of tea

THE BAR posted:

Am I doing horribly by just putting my workers on auto? I just assumed they would upgrade whatever gave the most.

Yeah, you're doing horribly by doing this.

THE BAR
Oct 20, 2011

You know what might look better on your nose?

You really should be able to tell it some priorities, at least.

Kaal
May 22, 2002

through thousands of posts in D&D over a decade, I now believe I know what I'm talking about. if I post forcefully and confidently, I can convince others that is true. no one sees through my facade.

Gort posted:

Yeah, you're doing horribly by doing this.

Horribly is a strong word. Less than perfect is more accurate. For the most part the automator does an acceptable job.

Vertigo Ambrosia
May 26, 2004
Heretic, please.

Attestant posted:

Man, it's weird to discover I've been doing something wrong for a very long time. I've almost always left most forests around, unless they're freshwater tiles, and just built lumber mills on them.

Now I feel dumb. :saddowns:

I've been doing the same thing, so at least you're not the only one. :downs:

Nasgate
Jun 7, 2011
Auto workers arent so bad on islands if all you can build is farms. That's the only exception i've found.

And I've found lumber mills far more useful than farms in most situations where i have forests. So maybe im just lucky.

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe

Nasgate posted:

Auto workers arent so bad on islands if all you can build is farms. That's the only exception i've found.

Unfortunately trading posts can go anywhere farms can and the worker AI will prefer trading posts (massively so during Golden Ages.)

Vil
Sep 10, 2011

The worker AI also has a massive love affair with railroads. It will drop goddamn everything to railroad your entire civilization once it can.

Gort
Aug 18, 2003

Good day what ho cup of tea
If you could program some proper priorities for automated workers (EG: Farms on everything that'll take a farm) the game would probably get about 20% harder since the AI wouldn't build as many stupid tile improvements.

If you removed workers and just directly built improvements with gold the game'd probably be 10% harder just because the AI would stop losing its workers to barbarians.

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Volkerball
Oct 15, 2009

by FactsAreUseless
The worst thing about AI workers is the loving road systems they set up. I can set up massive road networks connecting every city to the capital almost as quickly as I build cities manually, but with the AI, they take forever and lay it out in retarded places.

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