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should I try a marathon game?

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  • #16
    I'm not there yet... I've only been playing Epic for the last month or so, and am still just getting used to it.

    I'm not so sure I buy into the whole "out-of-date units" thing, either in terms of being too slow or too fast.
    The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.

    Duas uncias in puncta mortalis est.

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    • #17
      Re: Re: Re: should I try a marathon game?

      Originally posted by Willem
      Except Solver.

      There's one in every crowd.
      Don't get the impression that I like quicker games; I do not. I am just now playing with my own custom pace instead of Marathon.

      And I reserve the right to reconsider about Marathon in the future .
      Solver, WePlayCiv Co-Administrator
      Contact: solver-at-weplayciv-dot-com
      I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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      • #18
        Originally posted by Solver
        I am just now playing with my own custom pace instead of Marathon.
        Personally, I'd like to slow down Marathon even more. I find the period between Gunpowder and Assembly Line goes by way too fast. Most of the time I don't even bother building any Musketmen since Grenadiers/Rifleman are available so soon after that. Then in no time I have Machinegunners/Infantry. But after playing around with the timelines in Civ 3 I know what a nightmare it can be to get everything balanced.

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        • #19
          If so, I'd suggest you tweak the tech costs themselves. Game paces are multipliers to everything. On Marathon, all research costs 300% of normal, but it doesn't change by eras.

          The Renaissance era is indeed the one that gets by the fastest, like the Musketmen/Grenadier gap being maybe the shortest one. If so, you can just increase the cost of every Renaissance tech by, say, 25%. It might get you closer to what you want.
          Solver, WePlayCiv Co-Administrator
          Contact: solver-at-weplayciv-dot-com
          I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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          • #20
            Originally posted by Solver
            If so, I'd suggest you tweak the tech costs themselves. Game paces are multipliers to everything. On Marathon, all research costs 300% of normal, but it doesn't change by eras.

            The Renaissance era is indeed the one that gets by the fastest, like the Musketmen/Grenadier gap being maybe the shortest one. If so, you can just increase the cost of every Renaissance tech by, say, 25%. It might get you closer to what you want.
            I tried that, but then the Modern Era ends too late. By default the game ends when it should, with me usually researching my first Future Tech by 2050. So if I increase the costs of those pre-industrial techs, it throws the end game out of whack. The only way around it that I can see is to increase the number of turns during that period, but that seems like too much trouble.

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            • #21
              I just had a look at the GameSpeedInfo file and the 1 year turns start 660 turns before the end in Marathon. Which puts that at 1390 AD, well before the Gunpowder era. So I can't adjust the time rate during that time period anyway, at least not without messing up the Modern Era.

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              • #22
                Originally posted by Solver
                I rather like a custom pace of Epic with 200% research instead of 150%. It plays like Epic, but slower - more time in each era.

                What's my problem with Marathon? Units are built out of proportion quickly, which makes war too easy and too good a choice. Of course, if you want less consequences to war, Marathon's a good setting.
                What the point in having them all in proportion though?

                All things being equal, all a marathon game would give you is faster units.

                Personally I set research to 300% and unit build times to 75%.

                I prefer playing the game this way, as it makes Barbarians slightly less of a threat, altthough lack of funds imits the size of your army.
                The strength and ferocity of a rhinoceros... The speed and agility of a jungle cat... the intelligence of a garden snail.

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                • #23
                  Originally posted by Destroyer


                  What the point in having them all in proportion though?

                  All things being equal, all a marathon game would give you is faster units.

                  Personally I set research to 300% and unit build times to 75%.
                  Well, a pace such as that results in a game experience more similar to MP, or even RTS games - where training units is by far the quickest action. It certainly doesn't match my personal preferences. If I need, say, 20 turns to raise a good invasion army but 65 turns to considerably improve my infrastructure, it's really the better choice to invade. Which is the part I don't like.
                  Solver, WePlayCiv Co-Administrator
                  Contact: solver-at-weplayciv-dot-com
                  I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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                  • #24
                    (shrug) I switch back and fourth. If I play as Montezuma on pangea and want to play a millitary game I play Marathon. If I play Ghandi on arpalegio and want to play a builder game, I play normal or quick.

                    I actually find it much easier to survive with an inadequate defense on the faster speeds. Once he declares war on you, you have 4 or 5 turns before his forces get to your first city; then 3 or 4 turns until his catapults pound your defense down, and then a turn or two to actually take the first city. During those 9-10 free turns, on normal or quick if I have a good infastructure I can often turn out an army big enough to at least stalemate him in that time; on quick I can actually sometimes develop a new technology and then build an army and still have it in time to survive. On marathon, though, if he's got a lot more units then you do when the war starts, it's much harder to hold out long enough to build an army.

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