lindsay40k
Emperor
I've been musing on various points.
- The faster the game speed, the fewer Barbarians you'll encounter (but the more their individual deaths will offset the cost of opening Honor).
- The faster the game speed, the larger the portion of the game a CS quest's benefits will last and the more it will contribute to a milestone (for instance, gaining enough Faith for a GPro). This kind of ties in to the Barbarians point.
- Lack of scaling in CS introductions means locating a Religious CS will found the first Pantheon in a Quick game.
- The more turns it takes to build a military unit, the more expensive a loss they are. On longer speeds, player units feel like an investment to be carefully protected, whilst AI units are a massive hammer sink that is easily wasted by contact with a human tactician.
- Logistics Ranged units have a certain production time (which includes XP farming) and a certain lifespan (once cities are big enough, Crossbows barely scratch the paint and even Cover2 + March makes Machine Guns a risky play). Military Tradition makes production time less tight on Quick (and on the way spawns a GG that can Citadel a CS to further reduce production time); on Marathon, it's not really needed.
- Longer speeds make pillaging less useful as you can't cycle repairs so much. On Quick, Pyramid & Citizenship enables you to cycle repair-pillage every turn.
- Longer speeds make a Worker capture a much bigger bag of free hammers.
I haven't drawn an awful lot of major conclusions, but I'd like to hear what thoughts other may have
- The faster the game speed, the fewer Barbarians you'll encounter (but the more their individual deaths will offset the cost of opening Honor).
- The faster the game speed, the larger the portion of the game a CS quest's benefits will last and the more it will contribute to a milestone (for instance, gaining enough Faith for a GPro). This kind of ties in to the Barbarians point.
- Lack of scaling in CS introductions means locating a Religious CS will found the first Pantheon in a Quick game.
- The more turns it takes to build a military unit, the more expensive a loss they are. On longer speeds, player units feel like an investment to be carefully protected, whilst AI units are a massive hammer sink that is easily wasted by contact with a human tactician.
- Logistics Ranged units have a certain production time (which includes XP farming) and a certain lifespan (once cities are big enough, Crossbows barely scratch the paint and even Cover2 + March makes Machine Guns a risky play). Military Tradition makes production time less tight on Quick (and on the way spawns a GG that can Citadel a CS to further reduce production time); on Marathon, it's not really needed.
- Longer speeds make pillaging less useful as you can't cycle repairs so much. On Quick, Pyramid & Citizenship enables you to cycle repair-pillage every turn.
- Longer speeds make a Worker capture a much bigger bag of free hammers.
I haven't drawn an awful lot of major conclusions, but I'd like to hear what thoughts other may have