Let's Play: Marathon/Huge Diety

In retrospect, perhaps I should have gotten pottery a little earlier. Ah well!

EDIT: The reason I didn't get it was:

"Well, my first two cities aren't going to be getting cottages anytime soon. Granaries aren't that great without BW and a startling lack of HAPPY resources (oh god). Also, due to lack of happy, I might have to run a specialist econ."
 
I'm starting to think that for marathon, because of the unit scaling, it might be stronger to just chop out 4-6 workers at the start to get your cities up and running faster...

I've had this thought as well. They're cheaper, and moves are cheaper compared to improvements, so you get more benefit from putting several workers on a single tile. There's a lot of potential for squeezing value out of improvements by getting them online a handful of turns early.
 
I've had this thought as well. They're cheaper, and moves are cheaper compared to improvements, so you get more benefit from putting several workers on a single tile. There's a lot of potential for squeezing value out of improvements by getting them online a handful of turns early.

Actually my thought is more to chop out a few workers, then use the workers to chop out settlers using the forests in your capitals' BFC. Assuming you settle your cities to have culture connections on river/coast, you'll get 2 coins without roads. The odd unit cost scaling is confusing me as to what's better on marathon though :crazyeye:

One thing I can say is that GT is awesome. You can cycle a city at size 2-4 to whip out 50% of your army. Unfortunately, the catapult is *barely* a two pop whip on marathon (by 10 hammers) so I messed up my whipping timing a lot.

As for my game, I think it's going south. I'm at war with Justinian and conquering him with relative ease but I think I started too late (500 AD ish). I'm not sure if I can catch Mansa before he hits cuirassiers/rifles/grenadiers. If I can, there's still hope in my game. In hindsight, I think I should have attacked with catapults/swords/axes. I'll post more later.
 
I've had this thought as well. They're cheaper, and moves are cheaper compared to improvements, so you get more benefit from putting several workers on a single tile. There's a lot of potential for squeezing value out of improvements by getting them online a handful of turns early.

Instead of talking about it, try it and post the results. I've tried the fewer-worker path and it's posted here.
 
I get Alphabet ~1600 BC.

I trade techs, milked Writing and Alphabet for:

BW, Pottery, Polytheism, Mysticism, Fishing, Sailing, Mining, Masonry, Priesthood, and Iron Working (Yeah, baby!).

Musa didn't have IW, so once I got IW I was able to trade for sailing. I traded Polytheism for Priesthood. Etc.

As a result: 1400 BC

I build the Oracle. Really surprised it wasn't built yet. Got Currency.

Saw Justinian going for HBR, so I stopped researching HBR and went for math.

Started massing workers. I need them now, for cottages and BW. Didn't build them before because they cost maintenance. Still don't need that many because my cities can only grow to Pop 4. Thankfully, Mansa Musa founded Confucianism.

At six cities. Will get 2 more.

I have all early important techs except Monarchy, CoL, and Math.

Once Math is up, trade for HBR and go for HA attack or wait for Con and sword-cata. We'll see....

EDIT: Now that I have currency, I can plan on killing people. The large number of forests next to my capital would be perfect for spamming an army once Math is up. Too bad there's no Ivory. An ele-pult would be PERFECT.
 
Thought I'd give this a quick spin.

Jesssssus Christ... this is unbearably slow. By the time my worker finally was out the door I was falling asleep
Try worker/worker.
 
Got to 830 BC.

Same problem as Shyuhe.

Tech-wise I'm much better. About same number of cities and similar Pop.

However, game is [Edit] now a giant slog.

Since there was no religion until Musa got it very very late, Charlie DOWed in 1100 BC.

Immortals fought him off since his first stack consisted of 2 axes and 2 archers.

Unfortunately, this forces me into a war with the Giant-ass Charlie (who owns half the continent), when I really need to kill Justi.

Furthermore, Musa is quickly teching like a beast. He already has Feudalism.

The lack of happy is also unpleasant. This is seriously a FAIL continent. No happy resources, nothing. Charlie (IMP) gets half-the-freaking-continent to himself.

EDIT: The phantom shields of Marathon sound nice... until you realize that the AI can take advantage of it much better than you can in the early game.

EDIT 2: If things go well, this is what will happen:

1. I take 1 more city from Charlie and make peace.
2. I use HAs to kill Justinian.
3. I tech to Curraisers and kill Charlie in the Renaissance (he's very behind in tech).
4. I win Space Race victory 600 turns later. I kill Musa in the modern age.

Boring. Probably no way to win Domination on this one.
 
So Obsolete, how's it going? Second worker done yet?

Second worker?

Not really a point, since it would take a bazillion years just to make a settler, one is good enough since I'm only going to bother with one city this game.
 
Well, so there you have it. What was it that people were saying?

"Marathon is so much easier than standard?"

Etc. etc.?
 
Once I've acquired BW, at earliest convenience build the first worker and have that one chop out the other two for the 3 stack. A 3 stack of workers can chop a forest in two turns and build a road on non-tundra, non-desert terrain in 1 turn. Using a 3 stack, a settler can usually be chopped out w/2 forests and (+/-) 4-6 turns. Without the chopping, settler production (at pop 4) takes 18-25 turns, depending on the BFC terrain available and whether or not the terrain in question has been improved. Producing a settler this way takes 6-12 turns, again, depending on the above criteria. I can produce settlers (relatively) quickly this way, but it depends on how many forests are within the capital BFC and how many one wants to rip down for production. Also, settler production proceeds while chopping is taking place, and can thus speed things up a little more. I've found from experience that 4 three-worker stacks are often sufficient for an eight-city empire at start. This works out to 12/8 oddly enough, which does seem to support the 1 and a half worker/city rule. It IS a little different though, in that single workers certainly WILL take a looooooong time to get anything done on Marathon/huge. The 3 stack is my solution to marathon/huge idiosyncrasies of time.

Once again, a worker will take 30 turns to produce if it's your first production, 24 turns if the capital is on a plains/hill tile. This is a debatable move however, on marathon/huge because the techs needed for the worker to function often take even longer. BW, if it is the first tech researched, will require just under 50 turns. Unless there are multiple un-forested hills or special tiles that can be worked w/starting techs, worker first isn't always the best move--having a worker sit idle for twenty turns isn't good, especially after you've stopped pop growth for the first 30 turns of the game just to produce it. I've found that it's more useful to build warriors, allow the city to grow using whatever unimproved tiles are there (floodplains are better than food specials at this early point in the game), and set the city to build a worker when BW is acquired, wait a turn, whip the worker, then let the worker chop as outlined above. The workers can then concentrate on 1.) GW and 2.) settlers. On rare occasions, I chop a settler before GW, but only if the timing is convenient--more often it isn't.
 
Second worker?

Not really a point, since it would take a bazillion years just to make a settler, one is good enough since I'm only going to bother with one city this game.

Why dont you show us how its done since marathon is so easy??
You might be good at cIV, but your trolling sucks.
 
A 3 stack of workers can chop a forest in two turns and build a road on non-tundra, non-desert terrain in 1 turn.

Your numbers are off. It takes 6 worker-turns to build a road on marathon, so your 3-stack would take 2 turns. I'm not sure how many turns a chop takes (I think it's 8 worker-turns), but it's more than 6 worker-turns (it takes 5 at epic).
 
Once I've acquired BW, at earliest convenience build the first worker and have that one chop out the other two for the 3 stack. A 3 stack of workers can chop a forest in two turns and build a road on non-tundra, non-desert terrain in 1 turn. Using a 3 stack, a settler can usually be chopped out w/2 forests and (+/-) 4-6 turns. Without the chopping, settler production (at pop 4) takes 18-25 turns, depending on the BFC terrain available and whether or not the terrain in question has been improved. Producing a settler this way takes 6-12 turns, again, depending on the above criteria. I can produce settlers (relatively) quickly this way, but it depends on how many forests are within the capital BFC and how many one wants to rip down for production. Also, settler production proceeds while chopping is taking place, and can thus speed things up a little more. I've found from experience that 4 three-worker stacks are often sufficient for an eight-city empire at start. This works out to 12/8 oddly enough, which does seem to support the 1 and a half worker/city rule. It IS a little different though, in that single workers certainly WILL take a looooooong time to get anything done on Marathon/huge. The 3 stack is my solution to marathon/huge idiosyncrasies of time.

Once again, a worker will take 30 turns to produce if it's your first production, 24 turns if the capital is on a plains/hill tile. This is a debatable move however, on marathon/huge because the techs needed for the worker to function often take even longer. BW, if it is the first tech researched, will require just under 50 turns. Unless there are multiple un-forested hills or special tiles that can be worked w/starting techs, worker first isn't always the best move--having a worker sit idle for twenty turns isn't good, especially after you've stopped pop growth for the first 30 turns of the game just to produce it. I've found that it's more useful to build warriors, allow the city to grow using whatever unimproved tiles are there (floodplains are better than food specials at this early point in the game), and set the city to build a worker when BW is acquired, wait a turn, whip the worker, then let the worker chop as outlined above. The workers can then concentrate on 1.) GW and 2.) settlers. On rare occasions, I chop a settler before GW, but only if the timing is convenient--more often it isn't.

You've got a very different style. I tend to get very few workers early and wait till math for the forests.

Can you show us a game? I'd love to see one.
 
Huerfanista; I'll break it down.

3 worker stack moves onto clear terrain and I press the "road" button. The road is complete at the end of the turn.

3 worker stack moves onto forest/hill/jungle terrain. Hit end turn. At the beginning of next turn, hit "road" button. The road is complete at the end of the turn.

It takes one full turn for the 3 worker stack to complete the road.

The same can be done on tundra/desert terrain w/a 4 worker stack.

3 worker stack moves onto forest tile. Hit end turn. Next turn, hit "chop" button. Hit end turn. hit end turn. On the 2nd hit end turn, the forest is gone, and hammers allocated to build in nearest and oldest city.

Two turns to chop forest.

The dividing line is sharp. In order to pre-chop;

3 worker stack moves onto forest tile. Hit end turn. Next turn, hit "chop" button. Hit end turn. On the following turn, hit the red, circular "stop action" button. Pre-chop completed. On any subsequent turn in which the 3 worker stack is on the tile, hitting the "chop" button instantly brings down the forest and allocates the hammers.

MR; The numbers I post can be checked by anyone who plays these settings, but I'm reluctant to post a game I play. I play at prince almost without exception because I enjoy playing the game with a moderate level of challenge, and therefore my play isn't particularly impressive or something from which others can learn. I've played higher levels and won, but it wasn't fun, and so don't play the more challenging levels. As I've stated before, I'm not here to compete or impress. It's a game, and I have fun with it. I do like seeing discussions of marathon/huge though, so . . . carry on.
 
On the 2nd hit end turn, the forest is gone, and hammers allocated to build in nearest and oldest city.

You can choose where to allocate the hammers: enter the city screen and click on the forest tile to get the tile for the city you want. ;)
 
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