Marathon Speed please!

yes probably, she could have also been talkinga bout temperate/tropical, but thats more to do with climate than land.
 
I also only played on Marathon once it was available - and before that I modded the speeds myself. However, in Civ4, I also had to slightly tweak the building and unit construction times etc. to make the slower speeds playable - otherwise it was more or less the same as the faster speeds, as you simply had to click on enter for 100 times before anything happened.

I hope they find a good balance in Civ5 - and if they don't, the game should be more moddable than ever, so we should be safe.
 
I was also an only marathon player. If there is a speed which should be cut it should be te fastest how much pewople play an entire session in just 200 turns?
 
Now that they have confirmed four gamespeeds being in the game, is there much more point to this thread? Sounds like we have a marathon speed, if not then by another name.
 
Those of us that want a longer speed than marathon can still whinge :lol:

Bring on the immortal setting with 2500 turns:goodjob::king:
 
Interesting replies!

I havent finished all my marathon games but Ive definitely finished the vast majority. To me, theres no point in getting new technologies and units every couple of turns - you dont get a chance to use hardly any of them! I played on normal speed once by accident and soon quit that game in disgust! :lol:

Yeah, marathon games can be a slog but I cant think about playing civ any other way. And yeah - lets have a longer than marathon speed in Civ V!

Off topic slightly but I think the new combat system could work really well. In early civ IV games I sometimes really enjoy (well enjoy is one word! ;) ) positioning my last archer or axeman in a desperate attempt to head off some unexpected barbarian swordsmen etc.
 
Here is another vote for including marathon speed in Civ 5. My only request is that it scales correctly with faster speeds. In Civ IV marathon units are 2X normal yet buildings are 3X normal.

As far as finishing VIC IV marathon games, well I have done it many times and can prove it 52 times!
 
i always thought civ4 gets more unbalanced the more turns there are.
 
I agree, I think I need at least 50-100 turns to use each technology that brings new units to the table.. because when you get a unit then discover a tech that brings another new unit before your other new unit can even get the front line is just lame IMO.

I wonder if Civ5 will have the same road system as CivRev, i.e. moving from one of your cities over a road to another one of your cities takes one movement point. The way the roads were laid out in screenshots definitely looked similar to CivRev. That would help getting units to the frontlines before they are outdated and it would also make it easier to wage war on one front with the more limited number of units in Civ5 without being completely exposed on the other side of your empire or having to hold back half of your expensive army. Or it could be that the maps will come with more rivers/peninsulae/mountain chains that make defending easier. There's a reason that in real life borders between countries are often along rivers or mountains.
 
I agree, I think I need at least 50-100 turns to use each technology that brings new units to the table.. because when you get a unit then discover a tech that brings another new unit before your other new unit can even get the front line is just lame IMO.
Truer words were never spoken. I have played nothing but Marathon games for the last....however long. I've moved "down" to epic, in order to prepare myself for Civ V. Just in case. . .
 
Truer words were never spoken. I have played nothing but Marathon games for the last....however long. I've moved "down" to epic, in order to prepare myself for Civ V. Just in case. . .

I am willing to bet that Civ 5 will have no limit to the size a map can be other than hardware and 'common sense' limits.

A map can probably be modded to be insanely huge; but with 18 civ's; it would only make sense to have a map be so big, so you don't have to settle 200 cities until you meet another civ.

Computer speed and hardware are probably the only real limits here... but Civ 5 will IMO be shipped with normalized map sizes that will fit most players, like Civ has always done. :king:
 
I think the main reason to have marathon speed and humongous map sizes is to get the "feel" of running a civilization. Especially now that we have the "one unit per tile" rule and archers can shoot over small lakes, the maps need to be pretty darn big to make the world seem a world and not a sandbox.
 
I think the main reason to have marathon speed and humongous map sizes is to get the "feel" of running a civilization. Especially now that we have the "one unit per tile" rule and archers can shoot over small lakes, the maps need to be pretty darn big to make the world seem a world and not a sandbox.

Good point! :goodjob:

Hadnt thought of that. The maps will need to be huge because of the one unit per tile rule. Got to say im really looking forward to getting Civ V and a new PC to run it on! :)
 
I wonder if Civ5 will have the same road system as CivRev, i.e. moving from one of your cities over a road to another one of your cities takes one movement point. The way the roads were laid out in screenshots definitely looked similar to CivRev. That would help getting units to the frontlines before they are outdated and it would also make it easier to wage war on one front with the more limited number of units in Civ5 without being completely exposed on the other side of your empire or having to hold back half of your expensive army. Or it could be that the maps will come with more rivers/peninsulae/mountain chains that make defending easier. There's a reason that in real life borders between countries are often along rivers or mountains.

I very much doubt it, roads can be built anywhere, lead anywhere, have massive gaps in them, because of the worker unit and pillaging. Civ Rev is far too simple to have a good road mechanic to bring to this game.

1 movement point taken by passing a city, simply wouldn't work.
 
I despise getting units and technologies so quick that you never get to actually use them, just doesnt seem 'right' to me.

Me too. Although what I wanted was to *build* at normal speed but *still* have tech come at a slower pace so I could properly use all the unit types and explore their possibilities before they get obsolete. To achieve this I modded all the tech costs upwards by a factor and adjusted the calendar-turn ratio accordingly but kept everything else at standard. Thousands of turns before 2050 and lots of time to build and wield a massive ancient age army...

I predict this will be the first customization I'll do in Civ5, too, and probably right after the first obligatory try-it-out-game, too. :)
 
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