Game Speed

yanner39

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Is playing a quick game as opposed to normal game harder? I've been learning CivIV on normal speed and one game usually last week a few weeks (I play an hour a day because time restrictions ie: work, family, and with summer over, I'll have less time).

I was thinking of playing quick speed so that I can get through games quicker, start new games sooner, etc..I figure playing more games, different leaders and different map scripts would improve my game quicker. Any thoughts?

As long as I understand the impact of a quick game, is it harder to play? Do you get the same out of a quick game than at normal game?
 
The general consensus seems to be that the quicker the game, the harder. Warmongering is harder due to "increased" distances and you get lower granularity to make your decisions. No idea how much this actually affects gameplay.
 
The general consensus seems to be that the quicker the game, the harder. Warmongering is harder due to "increased" distances and you get lower granularity to make your decisions. No idea how much this actually affects gameplay.

Thanks Silu. I'm not too sure what this means. I'm really not a warmonger. Now in terms of "increased" distances, should a smaller map be used?
 
Well, on quicker game speeds units move relatively slower (since their speed doesn't change but everything else speeds up). This would be true for any map size, so I'd say go with whatever map size you prefer.
 
Well, on quicker game speeds units move relatively slower (since their speed doesn't change but everything else speeds up). This would be true for any map size, so I'd say go with whatever map size you prefer.

So would it be safe to say that Domination/Conquest games are harder on Quick Speed? Are they even possible? It would seem a little strange that unit movements are same when everything else was adjusted. Why would one play at quick speed when a major aspect of the game (warmongering) is placed at a disadvantage.
 
So would it be safe to say that Domination/Conquest games are harder on Quick Speed? Are they even possible? It would seem a little strange that unit movements are same when everything else was adjusted. Why would one play at quick speed when a major aspect of the game (warmongering) is placed at a disadvantage.

because it makes it harder for me to do what I do best.
 
Unit speed really is one of the biggest differences in the game speeds. Moving your army 4-5 spaces to attack the enemy becomes a big deal, especially if you compare it to epic or marathon speed games. I've never played a quick game, but based on the tech rate differences between normal/epic/marathon, I assume a lot of techs are probably researchable in 1-3 turns on quick, meaning the 10-15 turns you take to conquer an enemy can easily mean the difference between your next target having rifles or infantry, or even modern armor if you have to take a couple breather turns to rest and reinforce your army.

Playing on smaller maps may lessen this difference somewhat.
 
In a clash of end game powers on quick you really can go from rifling to modern armor over the course of a large slogfest war. At higher difficulty levels the AI can build just about everything in one turn as well.
 
On quick it is more difficult to field a large army and attack, as your units are outdated by the time you attack. The window of opportunity is much smaller so you must be clear of intent, quick and efficient. This is where using daft and US (buy units) can be militarily important.

Also, its cheaper for the AI to upgrade its units than it is for you, which is more detrimental on quick.
 
Thanks Silu. I'm not too sure what this means. I'm really not a warmonger. Now in terms of "increased" distances, should a smaller map be used?

With lower granularity I just meant that, theoretically on Quick speed you could think like "Oh I'd love to change some civics in 0.675 turns, too bad I have to wait a whole turn", while on Marathon you can do things right at the moment when you want.

This probably doesn't affect the game almost at all, though.
 
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