I like Louis. The French are good. Strong starting techs. A unique unit that complements one of the most common and powerful rushes and a unique building that adds free GPP at a stage when you’re less precious about GPP pool pollution are both decent. My take on it is that apart from a few really strong and a few really weak leaders, most aren’t that dissimilar - which is a real compliment to the balance of the game - but I guess I’d put Louis and probably the other French leaders as top half with Louis perhaps slightly behind CDG.
I think he might be improved by these settings as well. I think industrious is really strong because, with so many AIs competing for wonders, the boost can really help you get some key ones. It also makes fail gold even stronger. I suspect it might become weak on immortal and certainly deity though because your chance of getting key wonders is reduced by the size of the competition. Fail gold is also harder to profit from if you’re not getting to the relevant tech first.
I wonder if creative becomes one of the best traits though. At least on this map there seem to be so few spots with double food in the first ring because resources are so spread out. The land is also generally of poorer quality so getting as many workable green tiles as early as possible really helps. I think sharing tiles is weaker on these settings because most cities don’t have a surfit of resources meaning they can share and the need to settle close for maintenance costs falls away. It also has the benefit of helping with early fog busting and, on difficulty levels where you can get the Great Wall, the cheap library makes it slightly easier to avoid getting a great spy which is pretty lame on these settings because nobody will have anything to steal.
I’m not sure if it’s coincidence that the leaders who did best in our games seemed to be the creative types (Sury, Zara and Giggles).
One downside for Louis is that being Mr Globe Theatre feels weaker as drafting isn’t as strong. Given that you can two pop whip a rifle which gets full experience and doesn’t cause three unhappiness, nationhood isn’t that exciting.
I agree that the least enjoyable bit of the game is the part where you’ve already won/lost and these settings extend that period enormously. Although I think that’s more down to huge than marathon because marathon means you can pretty much take the map with the tech edge you had when you started chain capping.
I think the thing I liked least about the game was how the other leaders’ personalities were completely irrelevant and diplomacy generally was too. One of the things I enjoy most is diplomatic shenanigans to keep yourself safe and planning your targets with how other civs will react. My war decisions were based on wonders - I wanted the Great Lighthouse so attacked Vicky and her vassal HC - proximity and eventually rivals’ tech. Apart from the immediate neighbour, it just didn’t seem to matter who the other leaders were. I never looked at how other leaders would react to a declaration because they were too far away and incapable of naval assaults and I stopped reading requests - the answer was no.
I think war pre-communism is fine. Maintenance costs are seriously reduced. I teched to communism without difficulty while killing with cannons. This wasn’t even really due to capture gold which is much less powerful on marathon.
I find the AIs incompetence with barbs on these settings a bit depressing. You getting the Great Wall crippled poor Pacal and I suspect you can do that in almost any game on these settings. Also, I needed the barbs to give me something to do during the first few hundred turns! Final point on the Great Wall, is it feels a bit gamey. It’s a lot better on these settings but the AI can’t deal with non-standard settings and doesn’t give it any higher priority. It’s like building TGW on raging barbs or going all in for the GLH on a tiny islands shuffle map. There’s a wider point about how non-standard settings are almost always easier because the human player adjusts to them but the AI doesn’t (at least not enough). Getting an overpowered GLH economy when judgment is required to determine whether it’s the right call is one thing. Ending up there because the wonder is always absurd on particular settings is much less fun.
Agreed that it would have been more fun to play the more normal speed and normal size games than just the one on these settings. However, I don’t think I could play five games in the time it took me to finish this - perhaps only two but maybe not even that. I reckon I was about ten hours into the NC Alex game with a long way to go before I switched to playing this. It’s my first go on deity so I was playing slowly but I always feel like I play slowly when each turn counts.
Turns were much quicker than they would be in a normal game for large parts of the game. Once the empire was set up and I was trundling towards lib, I was basically just killing barbs and ending turn. There was a fair bit of micro to build an army and then transport it but most wars were landing next to the city with the stack in; destroying that stack; and taking the capitulation. On normal speed you could only have taken perhaps half the map like this and you’d have to think about teching and producing a new army which pushes you to keep more cities. I kept cities from the first four or five civs I capped but after that I just liberated them back until the end where I kept Zara’s cities because the war lasted long enough for some to come out of revolt. My one attempt on the earth map normal speed, NTT and no vassals took me almost twice as long as this game because I went much deeper into the tech tree. Some of the AI got rifling on normal speed