From what I understand, Vox Populi is balanced around standard game speed. Yet, I do think Marathon needs a little love and adjustment. Perhaps it is indeed the easier (or easiest) game speed to play with, but some numbers are quite off.
Lately, I tried Russia which has a bonus of 25% border growth and a bonus yield to Science on border expansion. On Marathon Ancient Era, you are given 70 science for border expansion. That's many turns worth of research which is quite substantial on Marathon. However, when you pair it with the faith for 20% border growth and have a number of cities settled, the science gain on Marathon becomes absurd, doubly so with Angkor Wat and the Tradition policy that increases border expansion growth by 25% respectively.
In the games I tried, I am often as much as 5-8 techs (at one point even 10 techs) ahead of the best AI leaders on Immortal difficulty without having to focus on Science. It might be a Marathon only problem, or it might be that Russia's bonuses are pairing up way too well with the early Tradition policy, wonder and faith, all of which are easily attainable.
But there are also other problems. Shoshone's bonus land grab on settling is somewhat problematic for Marathon speed. Usually it takes a long time on Marathon for a city to expand its borders, partly cause constructing a monument takes a good while. Shoshone's unique trait feels a little broken only because it often takes ages for cities to expand their borders to be on parity with the Shoshone. And even then, that's not really possible as the bonus land grab by Shoshone doesn't count towards as consecutive border growth.
Also, some city state quests are a little too rewarding. During the very early stages of the game, if you are yet to discover a civ, you can get a quest for it. The reward is a huge sum of Science, easily netting you a full tech and more, and encourages a sort of weird play-style where you are rewarded for not deliberately uncovering the location of other civs on the map.
And in Marathon, 1-2 tech difference is a big deal, the equivalent of many, many turns of research, especially if you are embroiled in a conflict or two.
Chandler did quite a wonderful post with https://forums.civfanatics.com/threads/balancing-game-speeds.626400/ on the problems with game speed, but I thought I did highlight more outliers.
I wonder if the numbers can be tweaked a little bit more because some of it is a little out of hand.
Thank you.
Lately, I tried Russia which has a bonus of 25% border growth and a bonus yield to Science on border expansion. On Marathon Ancient Era, you are given 70 science for border expansion. That's many turns worth of research which is quite substantial on Marathon. However, when you pair it with the faith for 20% border growth and have a number of cities settled, the science gain on Marathon becomes absurd, doubly so with Angkor Wat and the Tradition policy that increases border expansion growth by 25% respectively.
In the games I tried, I am often as much as 5-8 techs (at one point even 10 techs) ahead of the best AI leaders on Immortal difficulty without having to focus on Science. It might be a Marathon only problem, or it might be that Russia's bonuses are pairing up way too well with the early Tradition policy, wonder and faith, all of which are easily attainable.
But there are also other problems. Shoshone's bonus land grab on settling is somewhat problematic for Marathon speed. Usually it takes a long time on Marathon for a city to expand its borders, partly cause constructing a monument takes a good while. Shoshone's unique trait feels a little broken only because it often takes ages for cities to expand their borders to be on parity with the Shoshone. And even then, that's not really possible as the bonus land grab by Shoshone doesn't count towards as consecutive border growth.
Also, some city state quests are a little too rewarding. During the very early stages of the game, if you are yet to discover a civ, you can get a quest for it. The reward is a huge sum of Science, easily netting you a full tech and more, and encourages a sort of weird play-style where you are rewarded for not deliberately uncovering the location of other civs on the map.
And in Marathon, 1-2 tech difference is a big deal, the equivalent of many, many turns of research, especially if you are embroiled in a conflict or two.
Chandler did quite a wonderful post with https://forums.civfanatics.com/threads/balancing-game-speeds.626400/ on the problems with game speed, but I thought I did highlight more outliers.
I wonder if the numbers can be tweaked a little bit more because some of it is a little out of hand.
Thank you.