Map size

Top right: :D

Spoiler :
o_3e307160.jpg

Turn 277 in 730 BC!!!

:D:D:D
 
All I want is super huge maps and slow epic games.

And amazingly good AI, both strategic and tactical.

And lots of civs that each play notably different from eachother.

And a lineup of units that is complex and requires thought in order to properly use.

And a tech tree that is deep, dynamic, and forces you to make real choices instead of amazingly obvious ones.

And a social tree to match the complexity and strategic value of the tech tree.

And diplomacy that reflects the ins and outs of real world diplomacy, complete with realistic alliances, backstabbing, and economic partnerships.

And a resource system that creates a feel for "must have more (insert resource here)" that leads to tensions and wars between nations.

and... uh... a rocket ship.
 
Or Snail and Eternity speeds since Marathon is too fast. :p

I didn't mind the slow speed of Marathon, it was just frustrating that it took 40 turns to build an f'ing warrior. There must be a better way to balance for long play that just making everything interminable. Maybe the support costs could balance that out...
 
I didn't mind the slow speed of Marathon, it was just frustrating that it took 40 turns to build an f'ing warrior. There must be a better way to balance for long play that just making everything interminable.

There is. The problem with time scaling (which was pretty good in general considering the complexity of the task, but not perfect) in Civ4 was that it scaled all costs by a linear function. However, the production capacity of the players grows exponentially over the course of the game, not linearly (is that a word?). Hence, the linear scaling algorithm created too high costs in the early game, and too low costs in the late game. The solution would be to use an exponential scaling function - which is conceptionally easy, but admittedly much harder to fine-tune.

(Another problem, especially with many players on the board, was that tech trading wasn't taken into account. The more players there are, the more possibilities exist for tech trading, so tech costs should become higher when choosing more players, as long as tech trading is allowed, and especially if tech brokering is allowed as well. Civ4 doesn't do that, so games on very huge maps with lots of players tend to have too fast research.)
 
I didn't mind the slow speed of Marathon, it was just frustrating that it took 40 turns to build an f'ing warrior. There must be a better way to balance for long play that just making everything interminable. Maybe the support costs could balance that out...

You could edit the game speeds so production is faster and technology costs are even high but this leads to problems because it would be possible to build every building in every city kinda throwing city specialization out the window except to grab certain GS.

But, with building maintenance, it wouldn't be beneficial to build every building in every city anyway.
 
Wow. I can't play those long games like that. I am a normal player at heart unless I have a Roman on Pangea.
 
Well, below assumption is based on these two screenshots of a french site that had sg. like 26 new pics:

First is a setup of a game with:

a, the russians as played civ
b, with a huge map

Second pic is a strategic view of a gmae that has the Russians as played civ
My assumption is that it is the game that was set up in the first picture.

So we can see how big is a huge map, which is the biggest we can play.

Let's count:
On the second picture we see 32 colums of tiles, each is about 11-12 long vertically.
That makes the number of tiles on the picture ca. 350-380.

Now we have to estimate the multiplier for this to get the whole map.

If we check the minimap on the second picture, we have to decide whether
the whole map is with the white lined edges (ie. bigger version) or without it (smaller one).

I guess it will be the smaller version, as I believe we can see ice tiles below the lined edges. That can be the end of the playable map there...

If so, then we can estimate the multiplier:

Something like 3 both vertically and horizontally, which makes in turn:
9 * 380 = 3420

ca. 3500 tiles as a huge map...

(with the lined edges version min map: ca. 4500)
 

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Let's count:
On the second picture we see 32 colums of tiles, each is about 11-12 long vertically.
That makes the number of tiles on the picture ca. 350-380.

You can safely double the number of rows, for an estimated total of 736 tiles in that picture. 23 rows, each containing roughly 32 tiles. I guess that means 8-9k total, probably in the neighborhood of 100x80 or so.
 
You can safely double the number of rows, for an estimated total of 736 tiles in that picture. 23 rows, each containing roughly 32 tiles. I guess that means 8-9k total, probably in the neighborhood of 100x80 or so.

huhh, you are right about the 23*32 thing... my mistake :eek:
 
You can safely double the number of rows, for an estimated total of 736 tiles in that picture. 23 rows, each containing roughly 32 tiles. I guess that means 8-9k total, probably in the neighborhood of 100x80 or so.
In Civilization 4 the default "huge" map is 104 x 64 = 6,656 tiles. It's safe to say that map sizes on Civ5 are no smaller than they were on Civ4.

And welcome to CivFanatics, Fragtopian.
 
Top right: :D

Spoiler :
o_3e307160.jpg

Wow almost 300 turns in and only 700 BC that's more then Epic by a lot I guess that confirms marathon speed.
 
Dang...only 4 cities for Germany after 277 turns?! The person playing that game had to be EXTREMELY patient. If that carries out in the normal progression the game would last like 2000 turns, is that normal for marathon speed? :eek:
 
The 1st screen shot in V. Soma's post above also show that Marathon speed is an option.
 
don't forget:

And a badass Giant Death Robot! (fighting spearmen)

And frickin' sharks with frickin' laser beams attached to their frickin' heads!

Dang...only 4 cities for Germany after 277 turns?! The person playing that game had to be EXTREMELY patient. If that carries out in the normal progression the game would last like 2000 turns, is that normal for marathon speed? :eek:

Wow almost 300 turns in and only 700 BC that's more then Epic by a lot I guess that confirms marathon speed.

Just checked my Civ4 save and yeah, marathon speed is *exactly* 277 turns at 730 BC. Hasn't changed a bit. Units galore. :)
 
awesome thats means i can stop pansying about on epic and normal, and just keep playing marathon which is what all the cool kids are doing.
 
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