• 📚 A new project from the admin: Check out PictureBooks.io, an AI storyteller that lets you build custom picture books for kids in seconds. Let me know what you think here!

CivCorpse needs YOUR help.

CivCorpse

Supreme Overlord of All
Joined
Nov 15, 2005
Messages
1,930
For the last few months I have been playing Huge maps with low sea level on marathon speed. I can usually win 80% of my games on Emperor level on a standard size map. I can win about the same amount on Monarch/Huge. But to be honest I am winning maybe 10% of my Emp/Huge games. Which means I am at right about the proper difficulty. Eleven civs is the default number on a huge map so that is a 9% chance for each civ. I do not want to be average. I must kill kill kill....sorry I digress. I am looking for advice on beating Emp on marathon huge. Preferably advice that does not rely on a certain leaders traits or a certain civs UU/UB. IE: Play Rome and kill everything.

Differences in game play due to speed and size. This is NOT an attempt to convince people that marathon/huge is more difficult. But rather some of the issues i have been trying to deal with.

1. Getting a military tech advantage lasts longer on marathon. On a standard map you could leverage this into wiping out an entire Civ...or Two. On Huge maps the time needed to conquer a civ or atleast cripple it is much longer. It also requires a LOT more troops which eats into your window of opportunity.
Being on the short end of a military tech can be lethal as well. You can lose a lot of cities while you tech Engineering to deal with enemy knights.

2. Barbarians. Huge marathon is a nightmare of barbarians. They spawn like raging barbs on standard maps. There is too much land to fogbust and you spend a pile of hammers replacing barbkillers. Right around 2000B.C. the waves begin. And they just keep coming. I beeline BW to prechop TGW while researching Masonry. The Great Wall costs 450:hammers: on marathon. Axemen cost 70:hammers: You will lose more than 6 axemen fighting barbs. A sound hammer investment.

3. Axe rushing, chariot rushing etc etc etc is just not feasable the majority of the time. The enemy is just too far away to stage a war that early. Even keeping just the capital can crush your economy.

4. There is so much land that you cannot REX until your bump borders with someone. Your economy tanks to the point you can barely afford one unit in each city @ 0%. This problem will be alleviated when your neighbor takes those costly cities away from you.
On Emp the AI can afford more cities than the human in the first land grabbing phase. It recovers faster and then grabs more land in the 2nd phase. This leads to a larger disparity in the number of cities than you would have on a smaller map where the lack of land stops the AI from city spamming. The more cities the AI has @ emp (and higher) the more the AI research and production bonuses benefit them.

5. Diplomacy is a nightmare. On a standard size continents map you will usually have 3 neighbors. Maybe 1 maybe 4 but the average will be three. Keeping 2 happy and killing the third gives you 1/2 the continent which eventually means with twice the cities the entire landmass is yours. Huge maps start with 10 AI. So that means 5 neighbors on average. 5 times the war checks.About twice the join our war/stop trading/gimme something for free requests. Actually triple that again due to the number of turns between checks/requests not scaling with speed. Also the more civs the more "worst enemies" you have to be aware of when making deals.

6. Resources seem to be more spread out. I am not sure but I think the same number appear but spread across more tiles. many cities may only have one food source. Some may not have any. Metal or horses are more commonly 3-4 cities away rather than close enough for a well placed 2nd city.

7. Due to the increased cost of city/civic maintenence and beakers on huge maps. A single super science city has less of an impact on your overall beaker needs.
And with an SE a cottaged Bureaucracy capital will not produce enough gold to pay the bills. Even under State Property with a courthouse each city cost 3gpt just from number of cities. You are going to have a LOT of cities.
A single super military production city will not be able produce enough troops for the job, so you get better return by spreading out your settled GG's to multiple production cities than by lumping them in one city for uber units.
All this must be taken into account when determining what role each city will play. If you start in a production heavy area you may be forced to cottage cities that you normally wouldn't. The opposite can be true with workshopping grasslands with just guilds or Caste. Not the best use but if you are hammer poor you need them from somewhere.

8. On a standard map, AI civs usually have 7-8 decent cities. A quick strike at the start of a war can take 4 or 5 thus crippling their ability to produce enough troops to mount a counter offensive. On a huge map 15-20 cities is the norm. Taking 4-5 hurts the AI but with the bonuses from Emp, 10-15 decent size cities is more than enough to crank out some serious troops. Taking into account the diplomatic situation created by more civs per landmass, the odds of them bribing another AI into the war are much greater.

9. With more AI the chances of bulbing/researching a monopoly tech are much slimmer. Though if you do manage it, you have more AI to trade it to so you may get a better return.

10. I play with tech brokering off. This slightly slows the AI tech speed but it also makes abusing it impossible for the human player. The main reason I do this is because it means I can not trade techs I steal. Since i always build the Great wall because I hate the freaking barbs (translation: they kick my but on marathon/huge) I frequently get an early Great Spy. Early infiltration is overpowered enough as it is without giving it more leverage.

11. micromanagement is not as important. Shaving a single turn off a building/tech/unit is a much smaller percentage of the unit/tech/building's cost.

12. Whipping units is not as efficient on marathon because whip anger triples to 30 turns while unit cost only doubles. Early game units are usually a 1pop whip. Even in HR you will need to keep the unit in the city for 30 turns to combat the whip anger.

Once again I ask that advice not be based on traits, map types, UB's or UU's. While I fully understand that leveraging a leader's traits plays a large part in being successful, I am looking for more general advice that can be applied to any leader or civ.
 
For the last few months I have been playing Huge maps with low sea level on marathon speed. I can usually win 80% of my games on Emperor level on a standard size map. I can win about the same amount on Monarch/Huge. But to be honest I am winning maybe 10% of my Emp/Huge games. Which means I am at right about the proper difficulty. Eleven civs is the default number on a huge map so that is a 9% chance for each civ. I do not want to be average. I must kill kill kill....sorry I digress. I am looking for advice on beating Emp on marathon huge. Preferably advice that does not rely on a certain leaders traits or a certain civs UU/UB. IE: Play Rome and kill everything.

Differences in game play due to speed and size. This is NOT an attempt to convince people that marathon/huge is more difficult. But rather some of the issues i have been trying to deal with.

1. Getting a military tech advantage lasts longer on marathon. On a standard map you could leverage this into wiping out an entire Civ...or Two. On Huge maps the time needed to conquer a civ or atleast cripple it is much longer. It also requires a LOT more troops which eats into your window of opportunity.
Being on the short end of a military tech can be lethal as well. You can lose a lot of cities while you tech Engineering to deal with enemy knights.

2. Barbarians. Huge marathon is a nightmare of barbarians. They spawn like raging barbs on standard maps. There is too much land to fogbust and you spend a pile of hammers replacing barbkillers. Right around 2000B.C. the waves begin. And they just keep coming. I beeline BW to prechop TGW while researching Masonry. The Great Wall costs 450:hammers: on marathon. Axemen cost 70:hammers: You will lose more than 6 axemen fighting barbs. A sound hammer investment.

3. Axe rushing, chariot rushing etc etc etc is just not feasable the majority of the time. The enemy is just too far away to stage a war that early. Even keeping just the capital can crush your economy.

4. There is so much land that you cannot REX until your bump borders with someone. Your economy tanks to the point you can barely afford one unit in each city @ 0%. This problem will be alleviated when your neighbor takes those costly cities away from you.
On Emp the AI can afford more cities than the human in the first land grabbing phase. It recovers faster and then grabs more land in the 2nd phase. This leads to a larger disparity in the number of cities than you would have on a smaller map where the lack of land stops the AI from city spamming. The more cities the AI has @ emp (and higher) the more the AI research and production bonuses benefit them.

5. Diplomacy is a nightmare. On a standard size continents map you will usually have 3 neighbors. Maybe 1 maybe 4 but the average will be three. Keeping 2 happy and killing the third gives you 1/2 the continent which eventually means with twice the cities the entire landmass is yours. Huge maps start with 10 AI. So that means 5 neighbors on average. 5 times the war checks.About twice the join our war/stop trading/gimme something for free requests. Actually triple that again due to the number of turns between checks/requests not scaling with speed. Also the more civs the more "worst enemies" you have to be aware of when making deals.

6. Resources seem to be more spread out. I am not sure but I think the same number appear but spread across more tiles. many cities may only have one food source. Some may not have any. Metal or horses are more commonly 3-4 cities away rather than close enough for a well placed 2nd city.

7. Due to the increased cost of city/civic maintenence and beakers on huge maps. A single super science city has less of an impact on your overall beaker needs.
And with an SE a cottaged Bureaucracy capital will not produce enough gold to pay the bills. Even under State Property with a courthouse each city cost 3gpt just from number of cities. You are going to have a LOT of cities.
A single super military production city will not be able produce enough troops for the job, so you get better return by spreading out your settled GG's to multiple production cities than by lumping them in one city for uber units.
All this must be taken into account when determining what role each city will play. If you start in a production heavy area you may be forced to cottage cities that you normally wouldn't. The opposite can be true with workshopping grasslands with just guilds or Caste. Not the best use but if you are hammer poor you need them from somewhere.

8. On a standard map, AI civs usually have 7-8 decent cities. A quick strike at the start of a war can take 4 or 5 thus crippling their ability to produce enough troops to mount a counter offensive. On a huge map 15-20 cities is the norm. Taking 4-5 hurts the AI but with the bonuses from Emp, 10-15 decent size cities is more than enough to crank out some serious troops. Taking into account the diplomatic situation created by more civs per landmass, the odds of them bribing another AI into the war are much greater.

9. With more AI the chances of bulbing/researching a monopoly tech are much slimmer. Though if you do manage it, you have more AI to trade it to so you may get a better return.

10. I play with tech brokering off. This slightly slows the AI tech speed but it also makes abusing it impossible for the human player. The main reason I do this is because it means I can not trade techs I steal. Since i always build the Great wall because I hate the freaking barbs (translation: they kick my but on marathon/huge) I frequently get an early Great Spy. Early infiltration is overpowered enough as it is without giving it more leverage.

11. micromanagement is not as important. Shaving a single turn off a building/tech/unit is a much smaller percentage of the unit/tech/building's cost.

12. Whipping units is not as efficient on marathon because whip anger triples to 30 turns while unit cost only doubles. Early game units are usually a 1pop whip. Even in HR you will need to keep the unit in the city for 30 turns to combat the whip anger.

Once again I ask that advice not be based on traits, map types, UB's or UU's. While I fully understand that leveraging a leader's traits plays a large part in being successful, I am looking for more general advice that can be applied to any leader or civ.

I play Huge/marathon almost exclusively too, and here are my thoughts:
1. - Yes, you need more time to conquer a civ on huge/marathon. But they need more time too to research a counter tech for your tech lead. Honestly, not much difference here, just everything is longer.
2. - As i BEGAN playing Huge/Marathon, it's not H/M barbs seem a nightmare to me, but instead normal/epic barbarians seem weak and few :)
3. - Here i think you are wrong. Axe rush is greatly favoured, as enemies have not even time to research/ado[t slavery once you have put your eye at them. it is possible to wipe them away by 2500BC, because unit movement is relatively much faster than at slower speeds.
That said, i admit that there is definitely no point in rushing when your enemy's cap is further than 15-18 tiles from yours.
4. Yes, it is right. Playing these maps i have got so much accustomed to tanking my economy to non-existence in REX-phase... 0% slider with barely researching towards CoL with a couple of scientists here and there is common.
5. Yes it is true too. But again, as i moved from H/M maps to stand/epic, it is "normal" diplomacy that i consider easy and abuseable. H/M diplomacy is just what it should be :)
6. It seems to be true.
7. Don't know, i do not usually prioritize my cities THAT much. Of course you are going to have several unit pumps and not a dozen commerce cities.
8. But your odds of bribing someone against your enemy and initiating a world war are higher too. Still yes, it's harder to destroy a civ in one war. It is true for YOUR civ, too :)
9. It is true, and it is good. IMHO, the latter good part beats the former bad.
10. I play with tech brokering on, so no comments here.
11. Yes, it is true. Micromanagement is more a pleasure at H/M, than really need.
12. Maybe it is not THAT good, but it is still very good. As non-Spi, slavery still generally beats CS.
I'm a beginner emperor level player, so my advice would not be very valuable, but still that's what i derived from winning several games at H/M Emperor.

1.Do not hesitate to tank your economy to 0%. Just make sure you have writing to run specs and get you to CoL. Do not be afraid of losing gpt at 0%, as long as you have units to pillage your enemies. units more and strike quickly on marathon, and it is a solid income. You will also have MUCH more time to recover your economy once you've got CoL.
2. Once you've got a decisive military tech lead, attack. It will take them forever to research rifling to counter your cuirassiers/cavalry, machinery to counter your maces, cuirassiers to counter your cannons. You will grab a nice piece of land and maybe make them cap by then.
 
Whipping is fine on marathon. You get 3x the hammers per pop as on normal, so it functions exactly as conventional hammers on marathon: a free heroic epic in every city in the world. The whip cycle timing is a bit awkward but hell, you're going to be doing it better than the AI as long as you're playing with your eyes open.

I don't have much experience on huge, since that taxes my computer. Larger AI empires are a PITA though. Still, you can afford a lot of cities under the right circumstances...certainly double digits in the BCs on marathon with most leader/trait/civ combos. Maybe 1-2 less with toku.
 
On marathon you can a) get a tech advantage and then just beat down on inferior opponents because they have no hope to get parity in time due to the slow speed or b) just attack your opponents without a tech advantage since you just can abuse the bonuses to military better than the AI anyways... On huge maps expansion is key, with more land and lower maitenance you can more easily pay for more cities. On emperor the AI still doesn't defend too well.
 
I play monarch, marathon, large maps, haven't tried huge since BtS, and go for domination or diplomatic victories (by way of domination :lol:). You're a better player but I'll throw in my ideas. The advantage you have aside from decision making is production in the late game. I have no idea why but the chart shows you outproduce the AI's of similar size all the time.

So the goal is to get enough cities by the middle ages to have production to win a gunpowder war. After your middle age war, get a little more land during gunpowder/rifling to ensure you have the production to win the industrial age wars. It's all about out producing the AI at the end.

Also on these maps you can attack and win with a military tech disadvantage if necessary with all that production.
 
I've played quite a few games on marathon as well as many on normal and very much like the alternative approach. I seldom play huge maps apart from the Earth18 scenario, but large maps are similar enough for my experiences to be relevent, I guess. Timescales have a grandeur on marathon that normal just can't give. Things take time to happen rather than being as transient as on normal. Armies tend to be much bigger and wars take longer (in turns) due to greater distances and more cities to capture. Battles take longer due to more units but are much more worthwhile. The main limits on warfare are economic and war weariness rather than unit obsolescence. Essentially they should be considered different games and attract proponents and opponents just like different religions and political parties.

I am only replying to some of your points, hence the odd numbering scheme :)

1. It is the time that a military techs lasts that most attracts me to marathon. Also the way the army can be upgraded over time gives a sense of continuity. If properly planned, it is possible to have a unit that started as a chariot in the early BCs end up as a gunship in your late army, after spending some time as a cuirassier perhaps. I agree you have to plan for defence properly on marathon as armies are bigger and the AI gets upset more easily. Although I seldom lose more than one border city due to a surprise attack and often I welcome the war as it lets me destroy their army on friendly territory and then go on to take several of theirs and all with no diplomatic penalty.

2. Barbarians are puny, you big wuss :p. Seriously, I do like the GW on marathon but not for its anti barbarian effect, the ealy spy GPPs and extra GGPs when fighting on home ground are superb benefits that I can't overlook the way I play. But also I like the barbarian challenge and unit training without the GW and often have a scheme of rotating units so they end up with the 10 exp max. It really annoys me when I have to fight another barbarian with a unit that can't gain anymore exp and losing a carefully nurtured and maxed out unit to another barbarian annoys like few other things in the game. That tempts me to reload and replay an entire turn to avoid the "disaster" :rolleyes: - but I have gotten over that now and accept my losses stoically :lol:

3. Rushing is more difficult to do successfully now than on Warlords, in that the costs often outweigh the benefits. I think this might be more due to BTS where the AI responds to attack better, making your hammer costs higher whips its own cities to oblivion and the increased maintenance on higher levels. Who wants to capture a size one city 20 tiles away :rolleyes: It is often better to wait and establish your own economy before expanding and taking over the AI cities while they struggle.

4. I find the same is true on large maps. The limit to my expansion into marginal areas a long way from my capital is economic. I want to grow vertically and progress in research terms as well as expand horizontally. It is often better to build a smaller second rate city near your other cities rather than over extend to grab a better site. It is easier to protect and workers can cooperate without wasting time moving back and forth if your cities are clustered togther even if they overlap and share resources. The AI will often settle that better area you missed for you anyway. It will wreck its economy (despite its bonusses) and it will never be able to defend its far flung possessions, they are just ripe fruit ready for picking. Take the city when it has 5 pop and a granary and you can whip in the courthouse to make it zero cost. Much better than founding the city yourself and wrecking a fragile economy while it struggles to grow and needs protecting.

5. Diplomacy is a nighmare. Agreed, that is the fascination I have for the slower speed. This introduces a good deal of complexity that many players used to the quicker games can't handle. I build a strong army and annoy most of the AIs, let them declare war on me and then trounce them as I'm good at defensive war and they're weak attackers. You can't please all of the AIs, all of the time, in fact you can't please more than one of them much of the time, so war is inevitable. Pick your religion (and hope it's the AP one, otherwise switch) and pick your allies and then stick to that as long as you can.

10. I sometimes play with tech brokering off but it gives me too much of an advantage! The AI are easy to overhaul (on emperor) if they can't trade techs freely. The game quickly developes into tech leaders and laggers and never really changes except by war. I'm pretty sure that if you use espionage to steal techs then those techs can be traded normally as though you had researched them. I often sell out of date techs to weak AI to both keep them in the game (making them less likely to be taken over) and make money that lets me keep the research slider or espionage slider higher for longer.

11. Not really, micromanagement is just as important. Once you start saving the odd few turns on marathon you have to keep finding more ways to optimise ;). I do tend to do things like whipping and drafting military in 30 turn cycles. That means all my cities recover at the same time and might need attention for a few turns at that time and can be ignored for at least 20 turns afterwards while they recover happiness and pop. That means there is less micromanagement per turn, but it is essentially the same way I run my game at normal speed.

12. Whipping is just the same, in terms of hammers per pop, regrowth times and unhappiness times, everything scales by a factor of three, from normal. I whip buildings in exactly the same way I would on normal speed. Units effectively cost 2/3 hammers so I whip them in a different way and that might be where you're having problems. There are two tricks I find useful on marathon. In the early game when you want HR garrison troops, and barbarian bashers, I often use the 2 units for 1 pop whip trick for archers (50 hammers) and chariots (60 hammers). Put a few hammers into a cheap unit and then whip for 1 pop, the overflow is so large it will complete a second unit in a few turns. Another useful trick is the 2 units for 2 pop trick when you want better units like catapults, longbows and HAs. They cost 100 hammers each and 1 pop is 90 hammers, so if you're careful to put less than 9 hammers into a unit the first turn you can whip it for 2 pop and then use the large overflow to complete the second unit. A final trick when units get more expensive is to build one unit with hammers and then insert another different unit at the head of the queue and whip it the following turn using the overflow to complete both units. The 25% bonus from a forge complicates the analysis as to which units give the best overflows and the normal 90 hammers from 1 pop effectively becomes 112, and so you have to use crossbows, maces or WE for the first unit in the 2 units for 2 pop trick.

Later on I often combine whipping with drafting. It is true that drafting loses some of its advantage on marathon due to the cheaper units but a musket (160 hammers) and rifle (220 hammers) can both be drafted for 1 pop "worth" 112 hammers (with forge). But that is not the reason for doing it that way. By combining the two you're getting 2 types of unhappiness and they're both being recovered at once. Think of the recovery from whipping and drafting unhappiness as a form of "happiness income" and you'll appreciate that many of your cities should be benefitting from both at once ;) By drafting and whipping using one of the tricks outlined above I often get 3 units out of a food-rich hammer-poor city every 30 turns and turn maybe 4 pop plus stray hammers into 3 units worth maybe 400 hammers. That makes a little ice city working just a crab, coastal tiles and tundra lumbermill look a worthwhile military asset.

The other key way to build up military strength on marathon is by unit upgrades. You seem to get a lot more bang for your buck and they are more attractive. On normal upgrading a chariot to a cuirassier would add 70 hammers and cost 230 gold and would be expensive. Doing the same upgrade on marathon adds 140 hammers and costs 440 gold. It is what the AI does all the time and this allows the player to get closer to their advantage. Of course you still have to pick and choose carefully which units to upgrade but it is basically 2/3 the normal cost and that much more viable.

I know you didn't want to discuss traits etc. but I just want to mention the advantages of Spiritual on marathon. It can be frustrating, for me at least, without having the ideal civic combination. It allows switching between civics like Nationhood and Theocracy to draft plus running a load of spies and up the espionage slider for a few turns, then switch to Police State, Vassalage, Slavery, State Property and Theocracy for cheap whipped mega units (with a forge 1 pop gives 144 military hammers), hopefully you built or captured the Kremlin for the +50% hammer boost. Later on, after you've conquered some new lands exotic combinations like US (gold rush +1 hammer), FS (+100 culture), Caste System (artists), State Property, and Free Religion (happiness and culture) can be used to boost cultural output and build key infrastructure while keeping the population alive and removing motherland despite Emancipation pressure. Combinations like that aren't practical without Spiritual and they add a great deal of interest to the game for me. Obviously Christo Redento can do this in the late game but that misses out on a lot of the early whipping, drafting and building optimisation that can be had in the medieval and renaissance ages.
 
... so it functions exactly as conventional hammers on marathon: a free heroic epic in every city in the world.

This is nonsense. You have made this error several times and it deserves correction. The hammer costs of units on marathon are double and the game speed is three times normal so effectively units cost 2/3 of the hammers and 2/3 of the pop if you're whipping. That is a 50% bonus and not 100% the HE gives. A further error is that the HE simply gives 100% gain to military units and not the workers, missionaries, spies and executives which are units. On marathon all units get the 50% bonus, but the point is facile anyway as the exact same "bonus" applies to the AI. Strangley, settlers are the exception and don't count as units (in that sense), they cost the fully three times the normal hammers. Even if I was being generous and corrected your mis-statement to say it was a "free MA in every city" it would not be true due to the importance of these other units.

This has important economic implications for the use of workers (build more to get improvements and roads built and then delete excess to reduce maintenace). Spreading religions where missionaries only cost 2/3 hammers can be enough to change the payoff with a religious sponsored economy versus other forms of gold raising with spare hammers such as building wealth or dummy building wonders. Also note that on marathon a missionary costs less than 1 pop, so it can be an effective way to generate a unit and an overflow. Espionage in more attractive on marathon since the hammer costs of spies is effectively 2/3 of normal and they are all that's lost if a mission fails. There is also a longer timescale so you can afford to move longer distances from the capital and wait for the stationary spy bonus.
 
All your complaints sound familar.

The one I found to really make the biggest difference was diplomacy. Espically if playing a map where the civs all met each other early. The demands are endless and annoying. I make every effort to give into to any demand that wont piss off someone else, like resource, cash, tech, civics, and religion. Spiritual shines in Huge Diplomacy. It is very important to pick a friend early. Try to have a handle on who hates who ALL the time. You really need to allready know your answer to trade offers, open borders, go to war, stop trading etc since you cant check who you will anger when asked. I also sometimes delay open borders until I get a handle on diplomacy so I will be less asked to stop trading.


Also for huge note the increased power of Every city affecting Wonders like Stone Henge, Hanging Gardens, Statue of Liberty, Pyramids, Chichen Itza etc and conversly the weaker power of single city wonders like The Great library and Temple of artemis.
 
This is nonsense.
Normal + HE:
+100% military
+0% workers/missionaries/spies/executives
Marathon:
+50% military
+50% workers/missionaries/spies/executives

That is pretty close to equal considering how important workers are. Now let's add some bonuses.

Normal + HE + Forge + Factory + Power:
+200% military
+100% workers/missionaries/spies/executives
Marathon + Forge + Factory + Power:
+200% military
+200% workers/missionaries/spies/executives

Normal + HE + Forge + Factory + Power + Military Academy + Ironworks
+350% military
Marathon + Forge + Factory + Power + Military Academy + Ironworks
+575% military

In conclusion, comparing Marathon to a free HE is quite fair in the early game, and underestimates Marathon's power in the late game.
 
This is nonsense. You have made this error several times and it deserves correction. The hammer costs of units on marathon are double and the game speed is three times normal so effectively units cost 2/3 of the hammers and 2/3 of the pop if you're whipping. That is a 50% bonus and not 100% the HE gives. A further error is that the HE simply gives 100% gain to military units and not the workers, missionaries, spies and executives which are units. On marathon all units get the 50% bonus, but the point is facile anyway as the exact same "bonus" applies to the AI. Strangley, settlers are the exception and don't count as units (in that sense), they cost the fully three times the normal hammers. Even if I was being generous and corrected your mis-statement to say it was a "free MA in every city" it would not be true due to the importance of these other units.

This has important economic implications for the use of workers (build more to get improvements and roads built and then delete excess to reduce maintenace). Spreading religions where missionaries only cost 2/3 hammers can be enough to change the payoff with a religious sponsored economy versus other forms of gold raising with spare hammers such as building wealth or dummy building wonders. Also note that on marathon a missionary costs less than 1 pop, so it can be an effective way to generate a unit and an overflow. Espionage in more attractive on marathon since the hammer costs of spies is effectively 2/3 of normal and they are all that's lost if a mission fails. There is also a longer timescale so you can afford to move longer distances from the capital and wait for the stationary spy bonus.

My bad. From now on, it's "free 2 forges for all units in every city in the world". A bit more wordy, but it works.

The balance change is ridiculous, but not necessarily bad. Marathon can be quite fun, and in some circumstances harder than normal (but not usually). My only issue with it...

Well, I'm sure you can all guess by now. It makes the game take longer :rolleyes:.
 
I've played quite a few games on marathon as well as many on normal and very much like the alternative approach. I seldom play huge maps apart from the Earth18 scenario, but large maps are similar enough for my experiences to be relevent, I guess. Timescales have a grandeur on marathon that normal just can't give. Things take time to happen rather than being as transient as on normal. Armies tend to be much bigger and wars take longer (in turns) due to greater distances and more cities to capture. Battles take longer due to more units but are much more worthwhile. The main limits on warfare are economic and war weariness rather than unit obsolescence. Essentially they should be considered different games and attract proponents and opponents just like different religions and political parties.

I am only replying to some of your points, hence the odd numbering scheme :)



2. Barbarians are puny, you big wuss :p. Seriously, I do like the GW on marathon but not for its anti barbarian effect, the ealy spy GPPs and extra GGPs when fighting on home ground are superb benefits that I can't overlook the way I play. But also I like the barbarian challenge and unit training without the GW and often have a scheme of rotating units so they end up with the 10 exp max. It really annoys me when I have to fight another barbarian with a unit that can't gain anymore exp and losing a carefully nurtured and maxed out unit to another barbarian annoys like few other things in the game. That tempts me to reload and replay an entire turn to avoid the "disaster" :rolleyes: - but I have gotten over that now and accept my losses stoically :lol:
Th Great Spy points are awesome early in the game. But the barbarians are absolutely brutal. BeelingingBW to prechop then masonry I don't remember the last time I missed the Great Wall. I think the key difference in Huge/Marathon and Earth18 with regard to barbs is the number of AI. With 7 extra AI there is less land to fogbust and thus less chances for barbs to spawn.

3. Rushing is more difficult to do successfully now than on Warlords, in that the costs often outweigh the benefits. I think this might be more due to BTS where the AI responds to attack better, making your hammer costs higher whips its own cities to oblivion and the increased maintenance on higher levels. Who wants to capture a size one city 20 tiles away :rolleyes: It is often better to wait and establish your own economy before expanding and taking over the AI cities while they struggle.
I do not have any difficulty executing a rush. The problem lies in the distance. Rarely is ther an AI close enough to be economically feasable. First there is the cost of trudging your stack of 15-20 axes plus a couples spears 20 tiles away. The unit support is going to seriously drain any gold you have. Then the cost of maintaining cities so far away. This keeps you from expanding peacefully into the surrounding area. You stand a good chance of having all that land between your capital and your captured capital being filled in by the AI.




10. I sometimes play with tech brokering off but it gives me too much of an advantage! The AI are easy to overhaul (on emperor) if they can't trade techs freely. The game quickly developes into tech leaders and laggers and never really changes except by war. I'm pretty sure that if you use espionage to steal techs then those techs can be traded normally as though you had researched them. I often sell out of date techs to weak AI to both keep them in the game (making them less likely to be taken over) and make money that lets me keep the research slider or espionage slider higher for longer.
You cannot trade stolen techs with tech brokering off. Turning it off does weaken the AI research rate a bit but it is so easy to abuse espionage with tech brokering enabled that it is just silly. By focusing on the tech leader I can just steal whatever they research and then trade it to everyone. The tech leader probably won't trade it on the first turn they have it because it will be a monopoly tech, might have a wonder attached to it etc etc etc. I just steal it on turn2 and trade it to every AI I can. Or sell it for whatever little lump of cash the AI has to keep my own slider higher and to keep the tech leader from being able to trade it. This means the tech leader slowly falls behind and i focus on the new tech leader. All the while I am teching things noone else is researching. You can do some seriously deep beelines without worrying about the other techs that my AI buddies may be researching.



12. Whipping is just the same, in terms of hammers per pop, regrowth times and unhappiness times, everything scales by a factor of three, from normal. I whip buildings in exactly the same way I would on normal speed. Units effectively cost 2/3 hammers so I whip them in a different way and that might be where you're having problems. There are two tricks I find useful on marathon. In the early game when you want HR garrison troops, and barbarian bashers, I often use the 2 units for 1 pop whip trick for archers (50 hammers) and chariots (60 hammers). Put a few hammers into a cheap unit and then whip for 1 pop, the overflow is so large it will complete a second unit in a few turns. Another useful trick is the 2 units for 2 pop trick when you want better units like catapults, longbows and HAs. They cost 100 hammers each and 1 pop is 90 hammers, so if you're careful to put less than 9 hammers into a unit the first turn you can whip it for 2 pop and then use the large overflow to complete the second unit. A final trick when units get more expensive is to build one unit with hammers and then insert another different unit at the head of the queue and whip it the following turn using the overflow to complete both units. The 25% bonus from a forge complicates the analysis as to which units give the best overflows and the normal 90 hammers from 1 pop effectively becomes 112, and so you have to use crossbows, maces or WE for the first unit in the 2 units for 2 pop trick.
.

With the number of cities involved in a medievil war i find the bulk of my armies being garrison troops to keep the new cities. So not being able to 2pop/2unit whip longbows has been a problem. I think I may start combining mace and treb whips with finishing longbows.
 
I've only played a few Huge marathon games, bit to taxing on my comp, BEFORE I upgraded the Memory (cheapest upgrade out). So I really should get back into it.

But to answer your Questions, I just farm all flatlands/grasslands, workshop the Plains tiles where feasible, and mine the hills.

Once you've hit Biology, I've been running upwards of 5+ Scientists in most cities (of course I'm in caste system). The Production can be just Brutal, no need to whip or draft, 30-50 cities producing troops, and playing Continents (my default), I often find Free Trade will be an absolute monster income generation.

Cottages, again this is where I got my disdain for cottages, won't provide the income unless you cottage madly over a 1/2 of your empire, then you lose production??

As I like playing a long game, time and tech wise, the bonus buildings Observatory/Institutes can have a marked effect on your teching rate. 100% bonus in 90% of cities running 7+ Scientists under Rep giving you

6 Beakers base*100% boosters*5 Scientists = 6*5*2(100% boost)=60 base science at 0% slider * 50 cities=3000 base beakers. Factor in Free Religion 300 extra beakers.

Suddenly space techs start falling at the rate of under 10 turns, once you've got all that you want, turn slider off, workshop the space production cities and military out of all others.

Space racing, you only need oh 10 of less production cites for parts, most other cities can build wealth/science/Military.

Factor in Sis Sushi or Cereal mills (lots of land, lots on UNPILLAGEABLE resources) can boost food production through the roof and hence the +5 Scientists.

Versailles is actually a REQUIRED wonder to build. Capital isn't used for Production/commerce only, but expense reduction and constantly moved.

Hereditary rule, get the pop up, the Rep all the way.
Caste System (I've said my pref)
Trade routes (sell , sell, sell)
Holy cites (cash cash cash)
Wall street (holy city + corp spam) Lots of farms for merchants.
Science city (early on yes, later loses its value compared to empire wide
Free Religion (10% in all cities 30*50 Beakers under my example 1500 beakers)

Remember boys girls and asexual beings, that everything is scaled to map size, Tech costs, building requirements, I.E. Forbidden palace, Oxford etc. and Bulbing is also scaled to Empire size/population.

Most of all have fun, barb bash/farm experience. You'll lose 5% of the battles with a high experience units, but the AI's have just as much trouble.
 
On REXing into Huge, I do this more often on Monarch than Emp, but it may translate to Emp with more skillful MM than I'm usually patient enough to pull off:

1) First phase REX to get a good solid ring of cities with strategic resources, good high-food locations, and a few happy resources (e.g. gems) if possible. Just REX down to 30%.

2) Fend off barbs AND grow the economy for a brief period of time, get the slider back up to > 50%. (Cottages help a lot, and after the more vital techs get Curr/CoL on the way).

3) Second REX phase reaching out to AI borders, keying in on chokepoints, blocking, all the usual geostrategic city planning you would include in a REX phase on smaller maps. Take it down to 0% if necessary but get the strategic land ASAP. Don't worry about busting all the fog everywhere, just get that strategically critical land, yesterday.

4) Use the fog as a unit training ground up to 10XP and future expansion region ("back" region to be settled later after the slider is > 60%).

5) Wars usually in the rifling era to conquer the AIs.
 
My bad. From now on, it's "free 2 forges for all units in every city in the world". A bit more wordy, but it works.

The balance change is ridiculous, but not necessarily bad. Marathon can be quite fun, and in some circumstances harder than normal (but not usually). My only issue with it...

Well, I'm sure you can all guess by now. It makes the game take longer :rolleyes:.

Whatever is wrong with military academies?
 
I used to play Huge Maps with 18 civs on Normal (almost always Pangaea :eek:) and always found them to be equivalent to one difficulty level higher at least for me. I'm a Monarch/Emperor player, but I find that a huge map can be a challenge even on Prince and barely beatable on Monarch. I've seen 50+ unit SOD's in the Medieval Age quite a few times from Monty and Shaka, even fought against them. Not pretty.

The main reason I find huge maps tough is getting dogpiled. No matter how well I play my diplomacy, it is almost unavoidable to get declared by a few civs numerous times in the game. Another reason why huge is tough because it is hard to stop a warmongering civ with even 1 or 2 vassals. With AI empire sizes, you are often facing tough odds in terms of unit counts even with human battle savvy.
 
I used to play Huge Maps with 18 civs on Normal (almost always Pangaea :eek:) and always found them to be equivalent to one difficulty level higher at least for me. I'm a Monarch/Emperor player, but I find that a huge map can be a challenge even on Prince and barely beatable on Monarch. I've seen 50+ unit SOD's in the Medieval Age quite a few times from Monty and Shaka, even fought against them. Not pretty.

The main reason I find huge maps tough is getting dogpiled. No matter how well I play my diplomacy, it is almost unavoidable to get declared by a few civs numerous times in the game. Another reason why huge is tough because it is hard to stop a warmongering civ with even 1 or 2 vassals. With AI empire sizes, you are often facing tough odds in terms of unit counts even with human battle savvy.

It can get even harder with only the default 11 civs. Diplomacy is easier than with 18, but with 11 the AI can afford to REX more and you don't have the more crowded conditions to keep them in check. Thus you are leass likely to face an AI civ with a50% as many cities as you plus the bonuses they get @ Emp.
 
Back
Top Bottom