I believe programming so that the armageddon clock automatically adjusts itself to your game based on:
Map size
Time type (Quick, normal, marathon, etc.)
Number of civs in map
Barbarian presence (Raging, normal, none)
Is too much work for a single feature. Personally, I think it is not worth it. Of course, it is still a problem that needs fixing, so the solution I propose is to have the armageddon clock be something that can be chosen while creating the game - just like you choose the map size, the starting age, etc.
So you could have the armageddon clock set to Very Fast, Fast, Normal, Slow, Very Slow. People could set them to fit the way they want to play. If you want to play a desperate (Losing?) battle against evil, you could play a good civ and set the clock to Very Fast no matter what the size, time, etc. is. You want to calmly build up your empire, set it to Very Slow, etc.
I believe this adds less complexity programming-wise and creates new possibilities for diversity and for creating specific scenarios. And from what I have been playing, the biggest fun in FFH is really the huge amount of difference there can be between any two times you play it.
Just my (Not-so) humble oppinion, though
Map size
Time type (Quick, normal, marathon, etc.)
Number of civs in map
Barbarian presence (Raging, normal, none)
Is too much work for a single feature. Personally, I think it is not worth it. Of course, it is still a problem that needs fixing, so the solution I propose is to have the armageddon clock be something that can be chosen while creating the game - just like you choose the map size, the starting age, etc.
So you could have the armageddon clock set to Very Fast, Fast, Normal, Slow, Very Slow. People could set them to fit the way they want to play. If you want to play a desperate (Losing?) battle against evil, you could play a good civ and set the clock to Very Fast no matter what the size, time, etc. is. You want to calmly build up your empire, set it to Very Slow, etc.
I believe this adds less complexity programming-wise and creates new possibilities for diversity and for creating specific scenarios. And from what I have been playing, the biggest fun in FFH is really the huge amount of difference there can be between any two times you play it.
Just my (Not-so) humble oppinion, though