Dragonxander PR
Emperor of the Drakons
In some way the do add up some difficulty. Consider the following:Map sizes - are they related to difficulty? What I mean is, is playing a huge map for more advance players or is it more difficult? Is a smaller map more difficult because more Civs are crammed into a smaller space? Why would a player play a huge map as opposed to a smaller or standard size map?
- If going for a culture win, you'll need more infrastructure in your empire in order to get some major culture boosters. For instance, cathedrals give a +50%
bonus, but they require several temples. In a tiny map, they only need 2; in a standard map they need 3, & in a huge one they need 4. This also applies to national wonders requiring specific buildings.- You'll have more rivals. This means diplomacy gets trickier & overall harder; more trading overall (therefore more advanced AIs),
- More land to deal with: more land to conquer (if going for domination or conquest), more empty lands for barb spawning, larger desert, jungle, tundra & ice stretches against desirable city spots...
-Exploring will take longer (crucial for the circumnavigation bonus & for early game diplomacy).
- Military forces are at a higher risk of reaching obsolescence before they should (solvable with slower game speeds).
- More RAM & processing power needed to handle the map (will matter when using less powerful computers).
- Due to the map size, resource variety within your lands will be more limited (therefore making trading more important, which also has to be balanced with diplomacy).
- Races for unique stuff (i.e. world wonders, tech bonuses, religions) will be harder to attain, since there are more civs competing for them.
On the other hand, some positives of huge maps are:
- Peaceful REXing will be more doable (if not cramming the map with civs).
- You'll have a safer situation (if playing on a map full of smaller landmasses).
- When growing big, you'll get a much larger edge against the remaining opponents.
- Map trading becomes more profitable.
That's what I can think of by the moment.
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for a city tile). That helps on the early game (when most stuff requires low production numbers). Also, you'll save some worker usage turns, & the tile will always have the protection you provide to it with the city garrison units. All of that applies to all other resources when located at an unimproved tile (i.e. grassland food, riverside luxuries).