As noted in this thread https://forums.civfanatics.com/threads/advice-for-gemini-difficulty.692352/, I started a game as Franco-Iberia, on Marathon Speed. It's my first game at Marathon, so I wanted to share some thoughts on strategies and tradeoffs.
Main Difference: Although this seems obvious, everything takes longer. Nearly every action: buildings and units take longer to build; explorer expeditions take longer to complete research takes more science to finish a tech. Units (once you build or buy them) still move the same number of tiles per turn.
Risk Avoidance: My normal gameplay involves avoiding some risks in the early game. I avoid sending newbie soldiers (infantry or armor) into nests of aliens; I avoid Krakens who can one-shot my navy or explorers. But the length of time it takes to replace a unit at Marathon speed drives me to be even more careful, moving one tile at a time so that I can see potential hazards. I really don't want to lose a trade convoy to aliens, so I chose to build the Ultrasonic Fence and wait for its quest to kick in before starting any trade routes.
In this game I'm emphasizing growth, to avoid being picked on because I'm small. At the same time, I want to carefully choose the location for each city to avoid even the appearance of forward settling an opponent. I have two cities on turn 130, with two more colonists about to set out in the next 10 turns. All 4 cities so far have been land-based (actual and planned), while my 5th may be aquatic.
For diplomacy, I've tried to make friends with my neighbors. I got two of them to Cooperating, even though spending that diplo capital delayed choosing Personality traits. This has helped avoid some of the trash talk that @MarqFJA87 experienced in his game. One opponent (Kozlov) who is furtherst from me is not happy that I'm cooperating with one of my friends, but I'm not as worried about him. He seems to pick fights with his closer neighbors/enemies.
Choices of Virtues and Techs: With acquisitions being SO SLOW, the first choices seem to be more important. My loadout included Pioneering, so I could build Colonists right away. In order, ,my first techs were:
WIth the right choices of Virtues and Character Traits, I can make killing aliens with city shots and ranged units profitable. I chose the Honorable military trait, that rewards some culture with each unit killed. I pursued Scavenging (above) so that I can get some science from each alien killed. I nearly always choose the Subtle Political trait for improved spy missions, but this time I chose Generous: I'm concerned I may need to cash-purchase units in a pinch. After my first war, I may switch to Subtle. I've delayed choosing a Domestic trait, trying to decide between Industrialist (for production boost) or Innovative (for science boost).
Baby Steps ... I feel like I'm moving so slowly, playing defense all the time. Do any of you have more experience at Marathon Speed? In other civ games, at Marathon speed?
I'll post again around turn 200 or 250.
Main Difference: Although this seems obvious, everything takes longer. Nearly every action: buildings and units take longer to build; explorer expeditions take longer to complete research takes more science to finish a tech. Units (once you build or buy them) still move the same number of tiles per turn.
Risk Avoidance: My normal gameplay involves avoiding some risks in the early game. I avoid sending newbie soldiers (infantry or armor) into nests of aliens; I avoid Krakens who can one-shot my navy or explorers. But the length of time it takes to replace a unit at Marathon speed drives me to be even more careful, moving one tile at a time so that I can see potential hazards. I really don't want to lose a trade convoy to aliens, so I chose to build the Ultrasonic Fence and wait for its quest to kick in before starting any trade routes.
In this game I'm emphasizing growth, to avoid being picked on because I'm small. At the same time, I want to carefully choose the location for each city to avoid even the appearance of forward settling an opponent. I have two cities on turn 130, with two more colonists about to set out in the next 10 turns. All 4 cities so far have been land-based (actual and planned), while my 5th may be aquatic.
For diplomacy, I've tried to make friends with my neighbors. I got two of them to Cooperating, even though spending that diplo capital delayed choosing Personality traits. This has helped avoid some of the trash talk that @MarqFJA87 experienced in his game. One opponent (Kozlov) who is furtherst from me is not happy that I'm cooperating with one of my friends, but I'm not as worried about him. He seems to pick fights with his closer neighbors/enemies.
Choices of Virtues and Techs: With acquisitions being SO SLOW, the first choices seem to be more important. My loadout included Pioneering, so I could build Colonists right away. In order, ,my first techs were:
- Ecology, started turn 0 for the UFence and protect my traders
- Physics, started turn 82 for Rangers/Gunners, protect my cities and distance attack a Siege Worm
- Chemistry, started turn 126 so I could improve the oil near my cities
- Frugality (Prosp) on turn 30
- Adaptive Tactics (Might) on turn 43
- Survivalism (Might) on turn 70
- Scavenging (Might, level 2) on turn 115
WIth the right choices of Virtues and Character Traits, I can make killing aliens with city shots and ranged units profitable. I chose the Honorable military trait, that rewards some culture with each unit killed. I pursued Scavenging (above) so that I can get some science from each alien killed. I nearly always choose the Subtle Political trait for improved spy missions, but this time I chose Generous: I'm concerned I may need to cash-purchase units in a pinch. After my first war, I may switch to Subtle. I've delayed choosing a Domestic trait, trying to decide between Industrialist (for production boost) or Innovative (for science boost).
Baby Steps ... I feel like I'm moving so slowly, playing defense all the time. Do any of you have more experience at Marathon Speed? In other civ games, at Marathon speed?
I'll post again around turn 200 or 250.