Considerations for Playing HUGE Maps

Hereditary Rule

Warlord
Joined
Dec 13, 2007
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I enjoy playing HUGE size maps (11 players, standard) because I like more opponents in the game and a larger map to explore. I wanted to post some observations and differences I've noted while playing these maps vs. playing STANDARD size maps.

:) and :health:

On HUGE maps, it is much easier to settle and trade for happy and health resources. More opponents means more trading partners for resources. By the mid-late game, both happiness and health are virtually non issues. Unique buildings that provide :) or :health: are generally less useful on HUGE maps (unless they come relatively early).

Religions

Founding one of the first 3 religions is much tougher on HUGE maps. More opponents increases the likelihood of a religious fanatic teching through the religious tree. Unless your start is incredibly good AND you start with Mysticms, forget about it.

Shrines are more much powerful on HUGE than Standard because there are many more cities in the game, allowing greater religion spread and greater shrine :gold:. A good holy city with a shrine can sustain your empire for much of the game. These are much more valuable to capture, particularly if the religion is predominant in 3-4 AI Civs.

Traits on HUGE vs. STANDARD

Improved on Huge

Industrious - You are competing for wonders on Huge maps against more opponents than on standard. More opponents means a higher probability that an 1 or more opponents are also IND. Even if you're not wonderspamming and just targeting specific wonders, IND is very hulpful to make sure you win the wonders you really want.

Philosophical - Besides the standard +100% :gp:, PHI gives a double production building bonus that is more significant on HUGE maps. Universities are an expensive building and you must build 8 (:eek:) on a HUGE map before you can build Oxford. Philosophical civs are going to get Oxford online in their best science city much faster than non-philo civs. Additionally, since your empire is usually larger on HUGE maps, you'll benefit more from Golden Ages than you do on standard size maps. PHI civs generally get a few more :gp: and can therefore generate 1 or 2 extra Golden Ages than non-PHI civs.

Spiritual - With 10 opponents, diplomacy becomes much more difficult. SPI is of even greater benefit to keep the various AI happy, allowing you switch religions and civics at their request. This trait is more useful that on STANDARD maps simply because you're going to face many more requests for civics and religion swaps.

Organized - Like with Universities, the Forbidden palace requires 8 Courthouses on HUGE maps. ORG allows you to build them at half price to get the FP online faster. In the mid and late game however, your empire is likely going to be larger on a HUGE map than on Standard (anywhere from 50% to 75% bigger depending on how much warmongering). ORG shines the larger your empire is, and typically your empire will be larger on HUGE maps.

Imperialistic - Usually, but not always (depending on the map script), HUGE maps will have more land to settle during the REX phase. You'll typically build more settlers on HUGE than on Standard, and thus IMP's settler discount is applied more than on Standard size maps. If you are seeking Conquest or Domination on HUGE, you will enjoy the Great General boost more so than on Standard, as you'll be warring a lot more to achieve victory, thus generating more Great Generals at double speed. These extra generals can fuel a super military city, or allow for the creation of 3-4 medics to lead separate armies on multiple fronts.

Thoughts on the other Traits on Huge

Aggressive, Charismatic, Protective - These traits perform similarly on HUGE as they do standard. AGG is useful for an early axerush, as well as mid and lategame conquests. CHA's :) bonus is still welcome in the early game, but is less useful on HUGE maps because there are so many extra happiness resources to settle and trade for. On HUGE maps, you'll do a lot more fighting when going for domination or conquest than you do on standard - the extra promos potential from AGG, CHA, and PRO (gundpowder units) make these victories much easier.

Expansive - Expansive is more useful on HUGE maps for its production discounts than its actual bonus. On HUGE maps, you'll build more workers, granaries, and harbors. In the mid-late game, you'll be able to settle and trade for virtually every :health: resource in the game, making the +2:health: rarely factor in.

Creative - A good trait, but not much improved over Standard size maps. Depending on the script, you'll either REX more than usual on HUGE or you'll encounter a neighbor about the same time as you do on Standard. The building discounts are not as significant as IND, PHI, or ORG, but still useful. All in all not much different than on Standard.

Financial - On HUGE, you'll typically have more cities, meaning more tiles, and more chances to use the + 1:commerce:. Therefore the trait is more useful on HUGE because of you'll have more tiles with a bonus, but this is pretty straight forward and really no different from a Standard size map where you happen to build a large empire. Other traits get a larger boost on Huge than FIN due to the interplay of more opponents and tougher National Wonder requirements.

Thoughts on Specific Early Strategies and Gambits on HUGE Maps

Early Rushes - Depending on the map script, AI's can often start further away than on Standard maps. Early UU's based on Chariots and Axes become much more situational as close neighbors are less common.

Great Lighthouse and Oracle - Wonders go much faster on HUGE maps due to more opponents and great chance of IND opponents. I wouldn't even attempt these wonders unless I'm IND, have marble for the Oracle, or playing at Noble or below. Even if you're IND, the GLH is almost impossible to nab with a second city so make sure you have a coastal capital.
 
Well written. Huge really is a builders dream-come-true. You can even adjust the concentration of each AI by raising or lowering the number of players. 9, 10, 11, and 12 are all pretty playable, as well as 18+.

I am only going to comment on this remark.
Great Lighthouse - Wonders go much faster on HUGE maps due to more opponents and great chance of IND opponents. I wouldn't even attempt this wonder unless I'm IND, or playing at Noble or below.

Even if you're IND, the GLH is almost impossible to nab with a second city so make sure you have a coastal capital.

That final part is true, but I have gone for the GLH on huge, its not too bad if you have some forests and lots of seafood to feed the whip. You have to beeline it though, cant mess around. But if the map fits, you can get a massive TRE going on huge, Especially at Monarch and below, but even Emperor can be done. Try one with Mehmed, who doesnt even start with Fishing, but is a powerful large-islands map leader.
 
Generally agree, but I'll stick by the assertion that applied properly EXP is every bit as good for rapid expansion as IMP. Cheap granaries and workers are *that* important (you need workers to offset those settlers anyway, right?). New cities get up to speed faster.

Still good general advice. The current G major is a bit rough.
 
Most traits are unchanged on a huge map.

Exceptions:

Industrious - less useful, because a lower percentage of your cities are building wonders.

Imperialistic - more useful due to longer peaceful expansion phase.

Philosophical - less useful, because doubling the number of cities generating GPP does not double the number of GPs you get.
 
Most traits are unchanged on a huge map.

Exceptions:

Industrious - less useful, because a lower percentage of your cities are building wonders.

Imperialistic - more useful due to longer peaceful expansion phase.

Philosophical - less useful, because doubling the number of cities generating GPP does not double the number of GPs you get.

I am a epic/large marathon/huge player as well. I totally agree with you on Imp being much stronger on larger maps due to the longer early expansion phase.
But I disagree on Ind being weaker. True, you have fewer cities building Wonders but snagging those that affect every city in your empire become that much more potent. Specifically Hanging Gardens, SoL, 3GD, Spiral Minet. But the one that can really be a game breaker is the Great Wall. Barbs on marathon/huge come in waves at about 2000BC. It is cheaper hammer wise to build the great wall than to build the massive amount of fog busters or anti barb units needed to deal with marathon/huge. I recently got so abused by barbs while the AI was pretty much ignored that I was inspired to play a marathon/huge game with raging barbs and beelined the Great Wall. It is basically like going down a level in difficulty. 2 AI were wiped out by barbs and the rest struggled so much early game that I took a massive land/population/tech lead and got bored.
Philiosphical is much stronger on marathon huge maps as well. Huge maps increase the beakers required for techs. Early in the game GP's still bulb the same techs in their entirety. Imagine having Currency for 50 turns more than your opponent? Great people take forever (300GPP for the first one)
 
Most traits are unchanged on a huge map.

Exceptions:

Industrious - less useful, because a lower percentage of your cities are building wonders.

Imperialistic - more useful due to longer peaceful expansion phase.

Philosophical - less useful, because doubling the number of cities generating GPP does not double the number of GPs you get.

IND: I disagree. You have more competition in building wonders you want, thus you need every edge you can get. Also getting the oracle slingshot is powerful here as you can built a very large production edge with fast forges long before the Ai can get the tech. If you do not build wonders or rely mostly on cottages then I can see how it would be weaker.

Imperialistic: I agree.

Philosophical: Disagree here and it has nothing to do with GPs. The AI typically delays education, if you get it early and spam out fast universities in all cities getting OXford quickly you are going to have a dominating techlead.

Ind and Phil are more glaring advantages as you can abuse the AI here and target later game fast buildings.
 
Dave McW, relying mostly on cottages? You are having a laugh aren't you ;)

We all know Dave has a cottage growing in his beard ;)
 
A huge map with only 11 AI??? man, i would be looking at a minimum of 15 for a huge map... then again i play with 11 AI on large maps and even on standard maps when im looking for some fun war action.
 
Something that was missed, IMO:

Tech trading becomes more important as the number of players on the map raises. It becomes more difficult to maintain a tech lead, because the entire world conspires to relieve you of one. Can't benefit from trades when you already have everything (though you can try to trade for gold).

So; strategic consideration: less teching, more warring/expanding and keeping up with trade.
 
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