Does epic speed make the game easier? Are eureka moments and war easier?

Does epic speed make the game easier? Are eureka moments and war easier?

  • yes

    Votes: 44 81.5%
  • no

    Votes: 10 18.5%

  • Total voters
    54
Biggest factor here is whether or not you struggle in the early game. Quicker speeds are easier for those that do because you can crank out defense quickly and overcome early AI advantages faster. If you're good at weathering AI zerg tactics and barb onslaughts its definitely easier on slower speeds. Units play a bigger role and players are better at using them, Classical GAs are much easier to get, getting the inspirations to get early Political Philosophy is easier and you just have more time to exploit advantages humans are better at exploiting.
 
More than a week has passed and the response is 24 votes for yes and 5 for no. I agreed with my doubts about speed.
 
Epic/Marathon speed is an advantage to Babylon for sure because that 'instant tech' is worth more turns. Plus an advanced military unit is worth more because the AI won't have it for longer.... on marathon you need a whopping 65 iron for a swordsman though

Added the this you can get Hercules for an instant district plus the lowest base building for free with Babylon's ability
 
Epic/Marathon speed is an advantage to Babylon for sure because that 'instant tech' is worth more turns. Plus an advanced military unit is worth more because the AI won't have it for longer.... on marathon you need a whopping 65 iron for a swordsman though

Added the this you can get Hercules for an instant district plus the lowest base building for free with Babylon's ability

I was thinking this too. Iron permitting, the Babylon Man At Arms rush should be unstoppable on Epic speed. Black Marketeer Magnus could mitigate that, that's 3 governor titles and it would take a while to get there on Epic.
 
In addition to what has been said, the moving governors become stronger on slower speeds because the 5 turns to become established doesn't scale with speed -- Liang can more easily be present at the birth of every builder, for example.
 
Not really sure why but since i mostly play exclusively on Archipelago maps at Quick Speed -- the whole strategy dynamics are quite pleasing to me (as compared with various different setup conditions experimented over many months worth of "testing").

I am (or has slowly become) more of a Tall Empire developer (seeking optimal yet complex variations to cover all Victory types and their formal goals) rather than continual warmonger behavior that leads to static Domination style Kill/Rince/Repeat up until every Capitals fall. I somewhat prefer synchronizing multiple prerequisite conditions that eventually allow me to be in a clear position to complete every other four Victory wins (Science+Diplomatic+Religious+Culture) within any given maximum of 10/15 turns gap(s) -- in a single game.

Certainly nice to exploit each of the specific tasks (per targeted context) on a Save/Load until those Victory goals are executed. Besides.. it proves such hybrid gameplay twists can be achieved when we track down key events (almost predictable after awhile, btw) beyond only eliminating some wacky AI.
(( Note; For purely tactical principles, i much prefer X-Com2- -SciFi or even the newest toy in town.. Phoenix Point. ))

And now.. with the newest Leaders/Pool system (which still needs a few rational fixes), the potential for greater interactions are much more dependent on *MY* preferences instead of being indirectly controlled by some silly RNG factors -- like (*speaking of the devil*) "Game Speeds" (Yours or Mine!) for quality time of familiar events as they relate to my favorite/expectable goal(s).

In summary, Quick simply solved many "strange AI problems" for me. Maybe it's all an illusion -- but i don't care, it's FUN!
 
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I voted yes.

I play marathon ++, so like 400 turns to your first tech.

You can be 300 turns in, and discover you should have picked a different tech. Same goes for building.

At even standard speed, I find recovering from mistakes is very easy, because of the speed of research and build times. Heck, if you get a surprise dow, you can pop out an army before you even start to feel pressured.

The importance of decisions is magnified by the slower rate of speed.
 
I voted yes.

I play marathon ++, so like 400 turns to your first tech.

You can be 300 turns in, and discover you should have picked a different tech. Same goes for building.

At even standard speed, I find recovering from mistakes is very easy, because of the speed of research and build times. Heck, if you get a surprise dow, you can pop out an army before you even start to feel pressured.

The importance of decisions is magnified by the slower rate of speed.
What does 400 to your first tech means ? :fear:

Literraly , I understand 400 turn for say mining....what do you do for 400 turns ? move a warrior around the globe ?
 
I voted yes.

I play marathon ++, so like 400 turns to your first tech.

You can be 300 turns in, and discover you should have picked a different tech. Same goes for building.

At even standard speed, I find recovering from mistakes is very easy, because of the speed of research and build times. Heck, if you get a surprise dow, you can pop out an army before you even start to feel pressured.

The importance of decisions is magnified by the slower rate of speed.

How many turns is a standard game? That sounds insane. Why would you do that to yourself? What would you even do?
 
WiKi article reveals many details of what any "Speeds" have to offer...

LINK= http://civilization.fandom.com/wiki/Speed_(Civ6)

Of course TOTAL(s) are more "dramatic" when taken into context of some random conditions for any given games.

Which is why i voted with a relative *NO* (while playing with Quick) to this survey -- in terms of a personal opinion dependent on many variable parameters, btw.

NOTE; Soooooo .. @agonistes : 400 Turns comment about Marathon goes up until 2500BC
 
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WiKi article reveals many details of what any "Speeds" have to offer...

LINK= http://civilization.fandom.com/wiki/Speed_(Civ6)

Of course TOTAL(s) are more "dramatic" when taken into context of some random conditions for any given games.

Which is why i voted with a relative *NO* (while playing with Quick) to this survey -- in terms of a personal opinion dependent on many variable parameters, btw.

NOTE; Soooooo .. @agonistes : 400 Turns comment about Marathon goes up until 2500BC

I'm sorry, I don't understand your post. I didn't say I play marathon, btw... I said marathon++. Its much, much slower than marathon. On top of that, I use huge age penalties for culture and tech.

Could you please be more clear as to why you are invoking my name? I feel like you are calling me out on something.
 
How many turns is a standard game? That sounds insane. Why would you do that to yourself? What would you even do?

What does 400 to your first tech means ? :fear:

Literraly , I understand 400 turn for say mining....what do you do for 400 turns ? move a warrior around the globe ?


I play for immersion. I don't bother with victory conditions anymore, and I turn the turn limit off. My ideal game is one that never ends, and one I play perfectly. Oh, and I guess the map has to look cool too.

The first 400 turns? You explore and expand of course. Lots more barbarians when settlers take 30+ turns to build. Maybe conquer some cities if you have a horsehockey start. Make a settler farm or two.

I really love those early days of exploring. Its one more reason why I think we need bigger maps. I will never understand why, since Sim City 2000, devs have been making maps smaller and smaller (except gal civ iii - kudos! the guy running the show over there knows how to make a game).

400 to first tech means that on turn one, its about 400 turns to research the first tech, in average, according to the beaker. Obviously if I settle next to Galapagos that will be reduced.
 
I think the slower speed you use, the easier it it. My reasoning being that research and civics slow down, but unit movement stays the same; therefore it becomes a more combat-centered game, as you have time to get armies to where you want to go, heal, etc. Tactics becomes more important and the AI is terrible at tactics. Therefore, slow speeds benefit the player.

The flipside to this is that harder AIs get a tech boost and may march at you with, say, crossbows when you have archers and it'll take you many turns to get your archers up to parity with their crossbows. But I think balancing these two factors, it still comes out in your favor.
 
I'm sorry, I don't understand your post. I didn't say I play marathon, btw... I said marathon++. Its much, much slower than marathon. On top of that, I use huge age penalties for culture and tech.

Could you please be more clear as to why you are invoking my name? I feel like you are calling me out on something.

Well.. your statement was a bit confusing too for me. I was just reacting to the "Marathon++" 400 turns (related to regular calendar pace exposed by the link) but *not* when the actual number of total possible turns in *a* given game is manually re-defined above standards. Not "calling you out" at all!
 
Marathon is easier except for the very early game. My first build is always a warrior, because it's quite common to be DoW'ed by turn 30, which is only enough time to complete a single build. If I do have to defend against a 5 warrior rush with just two units, they both have to be warriors. Scout or slinger are not tough enough.
 
If the game is harder early on Marathon then that is all that really matters. I always find that the Ai seems to turn into a pudding-head once the modern era approaches. Barbarians seem to spawn pretty damn fast on Marathon as well and I have had to abuse the "my capital can't be taken by barbarians" feature a few times.
 
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