I'm playing on Emperor. Random Empires, random map. Early workers run out of things to do on Marathon. Since techs take 20+ turns, if you build a worker first like I've usually done on Epic speed, he will usually only have one improvement he can make. And when he's done with that in 6-16 turns, that's about it. I'm curious how people have changed their early strategies to deal with Marathon. Personally I'm still in limbo with my timing of things like wonders, additional cities, and the whole early game because I keep finding my expansion is outstripping my infrastructure. Not from lack of workers, but lack of ability to make meaningful improvements. Thus early cities are more likely to be unproductive money sinks than helpful additions to the empire. And where it would be almost impossible to go into the red through rapid expansion on Epic, in more than one game I haven't paid close attention to my slider and I've had units go on strike. Since you have so few techs, your cities can't build much other than military units, workers, or settlers, and those all end up costing you money. At the moment I'm essentially on the verge of throwing out all my previous strategy aims and devoting my focus to getting pottery much earlier so my workers are occupied and I'm expanding my financial base, while going into early wars, even if I still have free land to settle on. This way the cities I do have will not be throwing production into a money sink of having lots of extra units. The units they make will be dying gloriously to hinder my enemies. In theory that'll keep costs low, provide some razing revenue, and make my life easier down the road where I actually have the basic techs that let you build an empire (you know, the ones that come pretty easily on Epic).