Lily_Lancer
Deity
What does different game speed represent?
For example, 100 turns in standard speed can be refer to how many turns in online/quick/epic/marathon speed?
I have been long misled by the saying that online/quick/epic/marathon speed is only 0.5x, 0.67x, 1.5x, 3x the normal speed in number of turns.
But is that true?
I have been playing online speed games recently. What I discovered is that I can never grow my Civ to be as powerful as 100T standard speed at 50T online speed. On standard speed it is easy to get 100 science and culture per turn on a random continental deity map. However, at T50 online speed I may even not be having knights, and I seldom get even 50 science and culture per turn.
This makes me think of the real relationship between game speed and actual speed of the game.
Basically our yields are generated by the following ways.
1. Static output. If you build a library it gives you 2 science per turn, if you build a monument it gives you 2 culture per turn. No matter how well you play the game, you always get the same amount.
2. Active Output. For example, you move your builder to get improvements finished, you move your soldiers to capture enemy cities and defend yours. You move Magnus to chop and harvest everywhere. This kind of yields varies due to different players.
As for game speed, only Static output is influenced by game speed. online speed basically doubles your static output, leaving your active output unchanged.
In my experience, on standard speed games, my yields are basically generated by static output and active output in a ratio like 0.8:1.
On online speed games, that goes to 1.6:1, so in fact at online speed I'm actually generating yields like 2.6:1.8 than normal speed, which is 144%, so online 50T shall be considered as normal 72T instead of normal 100T.
That suits my gameplay better. My situation at online 50T is actually similar to standard speed 70~75T.
For Ais, they are not good at active output due to bad design, but they get a bonus of 32%~80% at static output. On standard speed if my yield is 0.8:1 an Ai's yield is like 1.2:0.2, and I take a very large advantage against AIs by 1.8:1.4. (A civ at T90 is much different than T70) On online speed their yield goes to 2.4:0.2, and we're both at 2.6:2.6. That suits my experience that on random online speed games, I can hardly catch up with AIs.
I feel very good experience on online speed continental deity games.
I want to present a new formula of transfering number of turns.
yield:
Online: Quick: Standard: Epic : Marathon
2.6: 2.2:1.8: 1.5: 1.2
So number of turns:
Online 65T=Quick 80T= Standard 100T= Epic 120T = Marathon 150T
For example, 100 turns in standard speed can be refer to how many turns in online/quick/epic/marathon speed?
I have been long misled by the saying that online/quick/epic/marathon speed is only 0.5x, 0.67x, 1.5x, 3x the normal speed in number of turns.
But is that true?
I have been playing online speed games recently. What I discovered is that I can never grow my Civ to be as powerful as 100T standard speed at 50T online speed. On standard speed it is easy to get 100 science and culture per turn on a random continental deity map. However, at T50 online speed I may even not be having knights, and I seldom get even 50 science and culture per turn.
This makes me think of the real relationship between game speed and actual speed of the game.
Basically our yields are generated by the following ways.
1. Static output. If you build a library it gives you 2 science per turn, if you build a monument it gives you 2 culture per turn. No matter how well you play the game, you always get the same amount.
2. Active Output. For example, you move your builder to get improvements finished, you move your soldiers to capture enemy cities and defend yours. You move Magnus to chop and harvest everywhere. This kind of yields varies due to different players.
As for game speed, only Static output is influenced by game speed. online speed basically doubles your static output, leaving your active output unchanged.
In my experience, on standard speed games, my yields are basically generated by static output and active output in a ratio like 0.8:1.
On online speed games, that goes to 1.6:1, so in fact at online speed I'm actually generating yields like 2.6:1.8 than normal speed, which is 144%, so online 50T shall be considered as normal 72T instead of normal 100T.
That suits my gameplay better. My situation at online 50T is actually similar to standard speed 70~75T.
For Ais, they are not good at active output due to bad design, but they get a bonus of 32%~80% at static output. On standard speed if my yield is 0.8:1 an Ai's yield is like 1.2:0.2, and I take a very large advantage against AIs by 1.8:1.4. (A civ at T90 is much different than T70) On online speed their yield goes to 2.4:0.2, and we're both at 2.6:2.6. That suits my experience that on random online speed games, I can hardly catch up with AIs.
I feel very good experience on online speed continental deity games.
I want to present a new formula of transfering number of turns.
yield:
Online: Quick: Standard: Epic : Marathon
2.6: 2.2:1.8: 1.5: 1.2
So number of turns:
Online 65T=Quick 80T= Standard 100T= Epic 120T = Marathon 150T