Lately I've been wondering about the difficulty of the mod, and if it handles certain gamesettings better than others. Reason is that I'm structurally getting on top too early to keep the game interesting beyond the classic period, even though I'm not a particularly good player (builder-type and playing monarch in vanilla). Tried several things - 'minor civs' off, leaders with less useful traits, not using thieves/rogues offensively, no pillaging, stalling researching religious techs so other civs would get them, pangaea, continents, but the end result stays the same. The latest game was from the SVN downloaded on the 5th of februari, but it's something which seems to happen throughout different versions since before november.
Question: Given it's not widely mentioned on the forum, I guess not everyone has this issue. Anyone has advice on what might be the cure or what settings to avoid? Does the game handle prehistoric era badly or should snail-speed be abandoned in favour of normal speed, maybe? I can keep fiddling around with settings and start over and over again, but if a fellow C2C-er already discovered what works it'd save lots of frustration and time on abandoned games (I love how snail-speed gives a sense of developing and continuity, but it makes for testing going slowly).
Latest game, as example:
edit: added save game.
I didn't expect to be asked to post it later on and played it just for my own fun, so it's not presented as the ideal testcase. To comment on things you might notice when checking it out:
Question: Given it's not widely mentioned on the forum, I guess not everyone has this issue. Anyone has advice on what might be the cure or what settings to avoid? Does the game handle prehistoric era badly or should snail-speed be abandoned in favour of normal speed, maybe? I can keep fiddling around with settings and start over and over again, but if a fellow C2C-er already discovered what works it'd save lots of frustration and time on abandoned games (I love how snail-speed gives a sense of developing and continuity, but it makes for testing going slowly).
Latest game, as example:
Spoiler :
Latest game was large map, continents, prehistoric, snail, immortal, no cheating, no minor civs, no exceptional resources at my capital (just figs and dates), and resulting the event of risky experiments for extra health the capital was reduced from 2 to 1 again. I'd expect it to be a setback on other civs. Playing Egypt with the spiritual/industrious trait, so the benefits would only kick in after the prehistoric period.
Instead, when getting to tribalism I already stayed on par with the surrounding civs score-wise, could go on to my religion tech of choice and found ngaism, had to keep holding off researching Shamanism so another could found and by the time Monarchy was researched the score was almost twice that of civ nr. 2. The rest of the civs are primitive beyond salvation then, went on for horsehockys and giggles to Republic but abandoned the game there.
Instead, when getting to tribalism I already stayed on par with the surrounding civs score-wise, could go on to my religion tech of choice and found ngaism, had to keep holding off researching Shamanism so another could found and by the time Monarchy was researched the score was almost twice that of civ nr. 2. The rest of the civs are primitive beyond salvation then, went on for horsehockys and giggles to Republic but abandoned the game there.
edit: added save game.
I didn't expect to be asked to post it later on and played it just for my own fun, so it's not presented as the ideal testcase. To comment on things you might notice when checking it out:
Spoiler :
*If I'm reading the graph correctly, there's a lasting GNP(gold) lead starting as early as 7000 BC - well before founding the 2nd city and well before getting access to commerce-rich resources like marble or gold. I'm not sure if that includes beakers, but if so then it suggests the advantage starts there already and is not linked to room for expansion, access to resources or other civs cities being destroyed (since that's far later) but something intrinsic to the early game without much depending on interaction between different civs.
*There are three reloads, which I would have avoided of course if consciously making a game for uploading. The three reloads in the course of the game are once for pressing the wrong direction button (there happened to be an autosave that turn and - totally admitted - I'm pretty anal when accidentally sending a captured animal back into the wilderness by such a silly thing), once for accidentally founding Shamanism (which I wanted another civ to have to make for a more interesting game) and once for getting some sleep in between sessions. They make for a 'tainted' save of course, but I don't consider them cheating or influencing the game to get an advantage.
*At the time of building the first wonder in 3500 BC there's already a solid advantage and comfy first place in score for about 2000 years long when looking at the graphs. The wonder-building spree which starts a few centuries after Stonehenge is a result from that solid advantage, instead of causing it: had lots of spare hammers and not much to worry about. Ramses' industrious trait , though kicking in here, therefore isn't the cause of the success - he merely adds to a victory which is already obvious.
*The horses at the capital only appeared later as an immigrating herd. Starting resources were the figs and dates.
*Also, I guess I'd have picked another leadername, sorry.
*There are three reloads, which I would have avoided of course if consciously making a game for uploading. The three reloads in the course of the game are once for pressing the wrong direction button (there happened to be an autosave that turn and - totally admitted - I'm pretty anal when accidentally sending a captured animal back into the wilderness by such a silly thing), once for accidentally founding Shamanism (which I wanted another civ to have to make for a more interesting game) and once for getting some sleep in between sessions. They make for a 'tainted' save of course, but I don't consider them cheating or influencing the game to get an advantage.
*At the time of building the first wonder in 3500 BC there's already a solid advantage and comfy first place in score for about 2000 years long when looking at the graphs. The wonder-building spree which starts a few centuries after Stonehenge is a result from that solid advantage, instead of causing it: had lots of spare hammers and not much to worry about. Ramses' industrious trait , though kicking in here, therefore isn't the cause of the success - he merely adds to a victory which is already obvious.
*The horses at the capital only appeared later as an immigrating herd. Starting resources were the figs and dates.
*Also, I guess I'd have picked another leadername, sorry.