MarigoldRan
WARLORD
- Joined
- Mar 12, 2011
- Messages
- 2,349
Ok, so obviously this is imperfect, but it's a beginning. This will for the most part be a summary, combined with some of the things I've learned recently. Whenever I say "Marathon", I mean "Marathon/Huge."
As of now, there's nothing to be said about Marathon/Huge/Water maps since almost no one has played them. So we'll stick to Marathon/Huge/Land maps. Like Continents, or Pangea.
Lessons:
1. Unit maintenance costs do not scale properly from standard to Marathon. This means that even though you need a lot more units on Marathon, you get effectively the same amount of free units as standard in the ancient-classical-medieval stages of the game. This means that unit maintenance costs are killer.
2. Barbs are much bigger threat on Marathon due to the existence of more "fog areas."
3. The combinations of 1 & 2 imply that in the early game, finding the right balance of units is critical. Get too little and the barbs kill you. Get too many and your econ crashes. Hence:
4. IND civilizations are very strong on Marathon because of their ability to get Wonders, in particular the GW. The GW eliminates the Catch-22 described above.
5. For IND civs, fail money is a big part of early game. If you hook up stone, a good strategy would be to build the Pyramids.... with TWO cities. With Build Queue management, it's possible to get both the Pyramids and 1499 fail gold, which is absolutely essential for your early econ.
6. Xbows are a much more critical unit on Marathon than standard. The reason is because of the large map size, most wars begin in the medieval ages, and Xbows are the earliest medieval age unit. Furthermore, Xbows are good against pretty much anything in that time period.
7. This means the Chinese are surprisingly a good civ on Marathon due to their UU and the IND trait. Furthermore, PRO sees a lot of use too in buffing up the Xbows.
8. Worker-stealing becomes a much more viable tactic on Marathon. Hence, warrior-first IS a good strategy, though still a gamble.
9. Medieval era UUs are much better on Marathon due to the fact that the most important wars are fought in the Medieval era. This means the Byzantines are potentially devastating.
10. If unrestricted leaders is available, probably the most devastating combination is Huyana Capac of the Byzantines.
As of now, there's nothing to be said about Marathon/Huge/Water maps since almost no one has played them. So we'll stick to Marathon/Huge/Land maps. Like Continents, or Pangea.
Lessons:
1. Unit maintenance costs do not scale properly from standard to Marathon. This means that even though you need a lot more units on Marathon, you get effectively the same amount of free units as standard in the ancient-classical-medieval stages of the game. This means that unit maintenance costs are killer.
2. Barbs are much bigger threat on Marathon due to the existence of more "fog areas."
3. The combinations of 1 & 2 imply that in the early game, finding the right balance of units is critical. Get too little and the barbs kill you. Get too many and your econ crashes. Hence:
4. IND civilizations are very strong on Marathon because of their ability to get Wonders, in particular the GW. The GW eliminates the Catch-22 described above.
5. For IND civs, fail money is a big part of early game. If you hook up stone, a good strategy would be to build the Pyramids.... with TWO cities. With Build Queue management, it's possible to get both the Pyramids and 1499 fail gold, which is absolutely essential for your early econ.
6. Xbows are a much more critical unit on Marathon than standard. The reason is because of the large map size, most wars begin in the medieval ages, and Xbows are the earliest medieval age unit. Furthermore, Xbows are good against pretty much anything in that time period.
7. This means the Chinese are surprisingly a good civ on Marathon due to their UU and the IND trait. Furthermore, PRO sees a lot of use too in buffing up the Xbows.
8. Worker-stealing becomes a much more viable tactic on Marathon. Hence, warrior-first IS a good strategy, though still a gamble.
9. Medieval era UUs are much better on Marathon due to the fact that the most important wars are fought in the Medieval era. This means the Byzantines are potentially devastating.
10. If unrestricted leaders is available, probably the most devastating combination is Huyana Capac of the Byzantines.