Re: Re: Re: Re: Sounds like a bug actually
Agreed. If we work on the assumption that the intention of marathon and epic speeds are to make the move times of the units less significant and units last longer before becoming obsolete then Civ4, then that’s exactly what making the units cost 2x to build does. That's what I like about the speed.
For me it plays well too - once I have my empire founded. However I find it really odd that strategies involving wonders / growth that work perfectly on normal speeds fail miserably on marathon speed. Those strategies in no way involve military units, what the change in speed was intend for, but still are drastically affected. To me that's an un-intended side-effect of the game speed change and is, IMO, due 90% to the altered costs of settlers / workers in comparison to growth times.
For an example take the suggestion someone made a while back (I can't remember who anymore) to allow your capital to grow at the beginning while building Stonehenge. When it reaches its happiness limit, it throws out two settlers, then continues to finish the henge, proceed to pyramids, and the oracle. This is doable (depending on the difficulty) quite easily on normal speed but on that same difficulty try it on marathon and you will have a much harder time.
Or try an oracle CS slingshot and compare the average number of cities the computer has after the slingshot on normal to what they have on marathon. They will have quite a few more on the later speed. I don't think that a non-military strategy should be affected so much by a military change.
But as I say this is just my opinion. It seems generally either people aren't as picky as me (that's understandable ) or like things the way they are. If that's the case that's fine by me. For any people out there like me that find this to be an issue, the fix is like this: Alter the costs of the settler and the worker in the XML files. If you are playing marathon, make the settler cost 150 (so that x2 = 300) and the worker cost 90 (so that x2 = 180). Problem solved and I personally like the speed much more with those changes and my working strategies migrate between speeds much better.
Originally posted by Willem
Well I wouldn't know how it compares to Standard since Marathon is all I play. And I think you can't really compare the two and expect them to be the same. For one thing, with Marathon taking much longer, there's bound to be more wars waged. If units took 3x to build, they'd probably be very short, very mediocre wars. All I know for sure though is that for me the speed plays well.
Well I wouldn't know how it compares to Standard since Marathon is all I play. And I think you can't really compare the two and expect them to be the same. For one thing, with Marathon taking much longer, there's bound to be more wars waged. If units took 3x to build, they'd probably be very short, very mediocre wars. All I know for sure though is that for me the speed plays well.
For me it plays well too - once I have my empire founded. However I find it really odd that strategies involving wonders / growth that work perfectly on normal speeds fail miserably on marathon speed. Those strategies in no way involve military units, what the change in speed was intend for, but still are drastically affected. To me that's an un-intended side-effect of the game speed change and is, IMO, due 90% to the altered costs of settlers / workers in comparison to growth times.
For an example take the suggestion someone made a while back (I can't remember who anymore) to allow your capital to grow at the beginning while building Stonehenge. When it reaches its happiness limit, it throws out two settlers, then continues to finish the henge, proceed to pyramids, and the oracle. This is doable (depending on the difficulty) quite easily on normal speed but on that same difficulty try it on marathon and you will have a much harder time.
Or try an oracle CS slingshot and compare the average number of cities the computer has after the slingshot on normal to what they have on marathon. They will have quite a few more on the later speed. I don't think that a non-military strategy should be affected so much by a military change.
But as I say this is just my opinion. It seems generally either people aren't as picky as me (that's understandable ) or like things the way they are. If that's the case that's fine by me. For any people out there like me that find this to be an issue, the fix is like this: Alter the costs of the settler and the worker in the XML files. If you are playing marathon, make the settler cost 150 (so that x2 = 300) and the worker cost 90 (so that x2 = 180). Problem solved and I personally like the speed much more with those changes and my working strategies migrate between speeds much better.
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