I know when BTS first came out I remember reading about how Marathon wasn't exactly balanced very well, especially when it came to the espionage system. Was wondering if this had been addressed in a recent patch? Or is playing on Marathon still not fully balanced?
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Marathon Balanced?
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Originally posted by dregor
I know when BTS first came out I remember reading about how Marathon wasn't exactly balanced very well, especially when it came to the espionage system.
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The espionage problem with Marathon has been fixed, but of course Marathon retains stuff that is, IMO, inherently unbalanced about that speed.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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Marathon is not imbalanced. It is differently balanced.
It allows for a game in which there is more unit usage (read: war and such) per game. This does favor a more military approach, but it also adds a different flavor to non-military wins such as Culture and Diplomatic in which one's military situation and history affect those win conditions. The difference is caused by the fact that units move around quicker compared to build times than in the other speeds. There is also a tendency to have more overall units per game. There are other factors involved, but their interaction is more subtle.
As others have said, infamous espionage imbalances have been addressed. Everything else is supposed to be WAD (Working as Designed) if you put any measure to such statements.
Also, for me, it fulfills the need for Civ to have that "World History" feel. Slower game speeds rob me of that particular level of immersion. But that is just me, and even my kids know I am wierd. So do my cats, for that matter.If you aren't confused,
You don't understand.
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I always play Marathon, but that's a matter of personal preference. In the vanilla version of BTS, poisoned water supply lasted for 30 turns! Since 3.13, it lasts 8 turns.
Most things in Marathon take 3x as long. Culture requires 3x as much for border pops, and for cultural victory. Techs require 3x the research points to earn. Buildings require 3x the hammers to construct. Units only require 2x the normal hammers, though. This changes the dynamics of the game.Age and treachery will defeat youth and skill every time.
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Originally posted by Quillan
I always play Marathon, but that's a matter of personal preference. In the vanilla version of BTS, poisoned water supply lasted for 30 turns! Since 3.13, it lasts 8 turns.
Most things in Marathon take 3x as long. Culture requires 3x as much for border pops, and for cultural victory. Techs require 3x the research points to earn. Buildings require 3x the hammers to construct. Units only require 2x the normal hammers, though. This changes the dynamics of the game.And indeed there will be time To wonder, "Do I dare?" and, "Do I dare?". t s eliot
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