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Originally posted by conmcb25
Hmm pangea, then why is everyone choosing a seafaring trait civs in the civ choice thread.????
Beat me, but I guess that's because the English are fun
"I have been reading up on the universe and have come to the conclusion that the universe is a good thing." -- Dissident "I never had the need to have a boner." -- Dissident "I have never cut off my penis when I was upset over a girl." -- Dis
I'm thinking more like 23 opponents. What ACTUALLY slows down the computer is the sheer number of units, cities, and other things it has to keep track of. That's why the game slows down in the later game due to all the units the civs have accumulated.
23 opponents!!
Wow, but then we will be very near all kinds of enemy civs, is there enough space to expand if you use that many civs?
And GF, the last game was aborted due to the long between term waits.... and this was before the Medieval Age had been reached. The main factor was NOT the map size, but the number of civs (this was tested). More civs = more productive centres and more units far more quickly than one large civ could manage. Providing we keep the number of civs much below 23 (I would suggest below 16 - perhaps 12?), with the faster end turns introduced with later patches (and perhaps C3C as well) we should be fine for much of the game.
And GF, the last game was aborted due to the long between term waits.... and this was before the Medieval Age had been reached. The main factor was NOT the map size, but the number of civs (this was tested). More civs = more productive centres and more units far more quickly than one large civ could manage. Providing we keep the number of civs much below 23 (I would suggest below 16 - perhaps 12?), with the faster end turns introduced with later patches (and perhaps C3C as well) we should be fine for much of the game.
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