Moving Up in Difficulty

Sarisin

Deity
Joined
May 15, 2006
Messages
2,796
Location
NJ
I was feeling pretty good about myself having won my last few games at Monarch difficulty and decided to move up to Emperor.

Man, was I hit with it!

The following occurred - I'm not sure if it is due to the difficulty increase or not.

I'm playing as the Sidar, epic speed on a Huge Fantasy Realm map with 12 other civs.

1. I was just gobsmacked when Cassiel built the Pact of the Nilhorn in Turn 56! I just can't see that in an epic game even if he somehow hit Cartography magically in his first goodie hut. A real bummer as that is usually a beeline for me to get the Stooges.

2. I am hit with the barbs and it is some time before I am able to get my second city. I open the World Builder and the other civs all have 5 or 6. But, get this. Keelyn has 20! This is before turn 250. I just cannot imagine how she could pump out all those Settlers and Merrymen in such a short time!

3. The animals were gone except for a few wandering Bears and Elephants REAL early. I guess the AI at higher difficulty has a bonus against them and just wipes them out.

4. Before turn 300 and I would say the map is at least 80% full. Just incredible expansion.

5. The elves founding FOL and the dwarves ROK before turn 125. Again, VERY early. But, even more amazing IMO was that Keelyn founded AV on turn 153! I managed to found OO and I considered than a major achievement in this game.

6. The raging barbs have virtually been pushed off the map already. Their starting cities have all been overwhelmed. They did manage to take out 2 AI civs before leaving, but are no longer a factor in the game.

7. I am ahead in points. Barely. I was way ahead in points thanks to some good luck with huts and techs. However, the expansion-happy AI is gaining and will pass me by soon. Nowhere for me to expand without taking out a neighbor - which I will have to do.

So, moving up in difficulty for me was a real slap in the face. A couple of questions:

1. What's going on here? Does the AI get bonus Hammers at Emperor? A bonus fighting against barbs and animals? Is there a document somewhere that shows the AI handicap at the various difficulty levels?

2. What has been your reaction as you have done something surely we all have done - moved up a difficulty level like me?

3. Is it better to go back to a comfortable difficulty level (Monarch) and win, or plod ahead in a higher one and likely lose? OK, a rhetorical question and one I guess I can only answer, but how do you play?

I guess I have to think more about fiddling with game variables other than difficulty level!:)
 
I think Monarch-Emperor is one of the more jarring difficulty shifts. I believe the AI gets another unit or two to start, another tech, and their various other bonuses and discounts. Their bonuses let them pump out settlers fast, keep them defended, and keep a positive cash-flow so they can expand really quick. And the extra units to start means a lot more goody huts(ever seen FoL get founded at turn 75?:eek:) and gives them a head start against the barbs.

When I go up a level I like to turn off tech-trading and turn on wildlands. Animals are easier than barbarians, they give humans more chances to gain experience, which counters the AI's zerging power a bit. Tech-trading is fairly obvious. Our advantage is in beelining important techs, and the AI's extreme willingness to trade erases the benefits pretty quickly. Making it to poisons and picking up Alaz loses something when the AI's have traded their way to champions.
 
I believe the big one is that on Emperor the AI starts with a Worker, and a few extra techs. So Cassiel need not necessarily have goodie hutted into cartography, he may have started with it. And if he starts near some resources, odds are good he can start working them right away. Chirp or Khazad starting Near wine is one heck of a boost to their growth when they start with a worker!

Edit: I should also mention that I've just started Playing Deity semi regularly, and that's another HUGE jump. AI's start with a second settler, and a boat of tech. Start in any somewhat cramped area, especially with creative civ's, and it is amazingly hard to get off the ground. You are almost forced to have some early aggressive game plan, in order to grow much. I still couldn't believe Mahala had a 30 ship fleet on turn 200 (Normal speed).
 
Thanks for the feedback.

Again, is there any place that shows the 'bonuses' the AI receives as you go up the ladder in difficulty? It would be great to have known that Cassiel started with Cartography so I wouldn't have wasted hammers knowing I didn't have a chance!
 
I've always thought it was strange that the AI got Mining but not Crafting at the higher difficulty levels.
 
The brief summary is that they get to cheat a lot.

Compared to Monarch:
  • iStartingLocPercent goes up by 10.
  • iAdvancedStartPointsMod goes down by 5
  • iFreeUnits goes down by 1.
  • iUnitCostPercent goes up by 10
  • iResearchPercent goes up by 5
  • iDistanceMaintenancePercent goes up by 5
  • iNumCitiesMaintenancePercent goes up by 5
  • iMaxNumCitiesMaintenance goes up by 1
  • iColonyMaintenancePercent goes up by 10
  • iCorporationMaintenancePercent goes up by 10
  • iCivicUpkeepPercent goes up by 5
  • iInflationPercent goes up by 5
  • iNoTechTradeModifier goes down by 10
  • iUnownedTilesPerGameAnimal goes down by 5
  • iUnownedTilesPerBarbarianUnit goes down by 3
  • iUnownedWaterTilesPerBarbarianUnit goes down by 100
  • iUnownedTilesPerBarbarianCity goes down by 5
  • iBarbarianCreationTurnsElapsed goes down by 5
  • iBarbarianCityCreationTurnsElapsed goes down by 5
  • iLairSpawnRate goes up by 1.
  • For Goodies, one Warrior is replaced by a Low Gold. One Experience is replaced by a Barbarians Strong.

The the AI player only changes:
  • iAIStartingDefenseUnits goes up by 1
  • iAIStartingExploreUnits goes up by 1.
  • (no extra free workers at this level - note that the help text appears to be BtS, unchanged)
  • iAIWorkRateModifier goes up by 30
  • iAIGrowthPercent goes down by 5
  • iAITrainPercent goes down by 5
  • iAIConstructPercent goes down by 20
  • iAICreatePercent goes down by 5
  • iAICivicUpkeepPercent goes down by 5
  • iAIUnitCostPercent goes down by 5
  • iAIInflationPercent goes down by 5
  • iAIWarWearinessPercent goes down by 5
  • iAIPerEraModifier goes down by 1
  • iAIAdvancedStartPercent goes up by 15
  • AI gains TECH_MINING for free.

Reference:
Spoiler :
Code:
        <HandicapInfo>
            <Type>HANDICAP_MONARCH</Type>
            <Description>TXT_KEY_HANDICAP_MONARCH</Description>
            <Help>TXT_KEY_HANDICAP_MONARCH_HELP</Help>
            <iFreeWinsVsBarbs>0</iFreeWinsVsBarbs>
            <iAnimalAttackProb>90</iAnimalAttackProb>
            <iStartingLocPercent>60</iStartingLocPercent>
            <iAdvancedStartPointsMod>90</iAdvancedStartPointsMod>
            <iGold>0</iGold>
            <iFreeUnits>4</iFreeUnits>
            <iUnitCostPercent>70</iUnitCostPercent>
            <iResearchPercent>115</iResearchPercent>
            <iDistanceMaintenancePercent>90</iDistanceMaintenancePercent>
            <iNumCitiesMaintenancePercent>85</iNumCitiesMaintenancePercent>
            <iMaxNumCitiesMaintenance>6</iMaxNumCitiesMaintenance>
            <iColonyMaintenancePercent>120</iColonyMaintenancePercent>
            <iMaxColonyMaintenance>100</iMaxColonyMaintenance>
            <iCorporationMaintenancePercent>120</iCorporationMaintenancePercent>
            <iCivicUpkeepPercent>95</iCivicUpkeepPercent>
            <iInflationPercent>75</iInflationPercent>
            <iHealthBonus>2</iHealthBonus>
            <iHappyBonus>4</iHappyBonus>
            <iAttitudeChange>-1</iAttitudeChange>
            <iNoTechTradeModifier>50</iNoTechTradeModifier>
            <iTechTradeKnownModifier>0</iTechTradeKnownModifier>
            <iUnownedTilesPerGameAnimal>25</iUnownedTilesPerGameAnimal>
            <iUnownedTilesPerBarbarianUnit>20</iUnownedTilesPerBarbarianUnit>
            <iUnownedWaterTilesPerBarbarianUnit>900</iUnownedWaterTilesPerBarbarianUnit>
            <iUnownedTilesPerBarbarianCity>60</iUnownedTilesPerBarbarianCity>
            <iBarbarianCreationTurnsElapsed>25</iBarbarianCreationTurnsElapsed>
            <iBarbarianCityCreationTurnsElapsed>30</iBarbarianCityCreationTurnsElapsed>
            <iBarbarianCityCreationProb>7</iBarbarianCityCreationProb>
            <iAnimalBonus>0</iAnimalBonus>
            <iBarbarianBonus>0</iBarbarianBonus>
            <iAIAnimalBonus>0</iAIAnimalBonus>
            <iAIBarbarianBonus>-25</iAIBarbarianBonus>
            <iStartingDefenseUnits>0</iStartingDefenseUnits>
            <iStartingWorkerUnits>0</iStartingWorkerUnits>
            <iStartingExploreUnits>0</iStartingExploreUnits>
            <iAIStartingUnitMultiplier>0</iAIStartingUnitMultiplier>
            <iAIStartingDefenseUnits>1</iAIStartingDefenseUnits>
            <iAIStartingWorkerUnits>0</iAIStartingWorkerUnits>
            <iAIStartingExploreUnits>0</iAIStartingExploreUnits>
            <iBarbarianDefenders>0</iBarbarianDefenders>
            <iAIDeclareWarProb>120</iAIDeclareWarProb>
            <iAIWorkRateModifier>20</iAIWorkRateModifier>
            <iAIGrowthPercent>95</iAIGrowthPercent>
            <iAITrainPercent>90</iAITrainPercent>
            <iAIWorldTrainPercent>100</iAIWorldTrainPercent>
            <iAIConstructPercent>75</iAIConstructPercent>
            <iAIWorldConstructPercent>100</iAIWorldConstructPercent>
            <iAICreatePercent>90</iAICreatePercent>
            <iAIWorldCreatePercent>100</iAIWorldCreatePercent>
            <iAICivicUpkeepPercent>90</iAICivicUpkeepPercent>
            <iAIUnitCostPercent>90</iAIUnitCostPercent>
            <iAIUnitSupplyPercent>50</iAIUnitSupplyPercent>
            <iAIUnitUpgradePercent>50</iAIUnitUpgradePercent>
            <iAIInflationPercent>65</iAIInflationPercent>
            <iAIWarWearinessPercent>75</iAIWarWearinessPercent>
            <iAIPerEraModifier>-2</iAIPerEraModifier>
            <iAIAdvancedStartPercent>120</iAIAdvancedStartPercent>
            <Goodies>
                <GoodyType>GOODY_HIGH_GOLD</GoodyType>
                <GoodyType>GOODY_LOW_GOLD</GoodyType>
                <GoodyType>GOODY_LOW_GOLD</GoodyType>
                <GoodyType>GOODY_LOW_GOLD</GoodyType>
                <GoodyType>GOODY_LOW_GOLD</GoodyType>
                <GoodyType>GOODY_MAP</GoodyType>
                <GoodyType>GOODY_MAP</GoodyType>
                <GoodyType>GOODY_WARRIOR</GoodyType>
                <GoodyType>GOODY_WARRIOR</GoodyType>
                <GoodyType>GOODY_SCOUT</GoodyType>
                <GoodyType>GOODY_EXPERIENCE</GoodyType>
                <GoodyType>GOODY_EXPERIENCE</GoodyType>
                <GoodyType>GOODY_HEALING</GoodyType>
                <GoodyType>GOODY_TECH</GoodyType>
                <GoodyType>GOODY_TECH</GoodyType>
                <GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
                <GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
                <GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
                <GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
                <GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
            </Goodies>
            <FreeTechs>
            </FreeTechs>
            <AIFreeTechs>
                <FreeTech>
                    <TechType>TECH_ANCIENT_CHANTS</TechType>
                    <bFreeTech>1</bFreeTech>
                </FreeTech>
            </AIFreeTechs>
            <iLairSpawnRate>4</iLairSpawnRate>
        </HandicapInfo>
        <HandicapInfo>
            <Type>HANDICAP_EMPEROR</Type>
            <Description>TXT_KEY_HANDICAP_EMPEROR</Description>
            <Help>TXT_KEY_HANDICAP_EMPEROR_HELP</Help>
            <iFreeWinsVsBarbs>0</iFreeWinsVsBarbs>
            <iAnimalAttackProb>90</iAnimalAttackProb>
            <iStartingLocPercent>70</iStartingLocPercent>
            <iAdvancedStartPointsMod>85</iAdvancedStartPointsMod>
            <iGold>0</iGold>
            <iFreeUnits>3</iFreeUnits>
            <iUnitCostPercent>80</iUnitCostPercent>
            <iResearchPercent>120</iResearchPercent>
            <iDistanceMaintenancePercent>95</iDistanceMaintenancePercent>
            <iNumCitiesMaintenancePercent>90</iNumCitiesMaintenancePercent>
            <iMaxNumCitiesMaintenance>7</iMaxNumCitiesMaintenance>
            <iColonyMaintenancePercent>130</iColonyMaintenancePercent>
            <iMaxColonyMaintenance>100</iMaxColonyMaintenance>
            <iCorporationMaintenancePercent>130</iCorporationMaintenancePercent>
            <iCivicUpkeepPercent>100</iCivicUpkeepPercent>
            <iInflationPercent>80</iInflationPercent>
            <iHealthBonus>2</iHealthBonus>
            <iHappyBonus>4</iHappyBonus>
            <iAttitudeChange>-1</iAttitudeChange>
            <iNoTechTradeModifier>40</iNoTechTradeModifier>
            <iTechTradeKnownModifier>0</iTechTradeKnownModifier>
            <iUnownedTilesPerGameAnimal>20</iUnownedTilesPerGameAnimal>
            <iUnownedTilesPerBarbarianUnit>17</iUnownedTilesPerBarbarianUnit>
            <iUnownedWaterTilesPerBarbarianUnit>800</iUnownedWaterTilesPerBarbarianUnit>
            <iUnownedTilesPerBarbarianCity>55</iUnownedTilesPerBarbarianCity>
            <iBarbarianCreationTurnsElapsed>20</iBarbarianCreationTurnsElapsed>
            <iBarbarianCityCreationTurnsElapsed>25</iBarbarianCityCreationTurnsElapsed>
            <iBarbarianCityCreationProb>7</iBarbarianCityCreationProb>
            <iAnimalBonus>0</iAnimalBonus>
            <iBarbarianBonus>0</iBarbarianBonus>
            <iAIAnimalBonus>0</iAIAnimalBonus>
            <iAIBarbarianBonus>-25</iAIBarbarianBonus>
            <iStartingDefenseUnits>0</iStartingDefenseUnits>
            <iStartingWorkerUnits>0</iStartingWorkerUnits>
            <iStartingExploreUnits>0</iStartingExploreUnits>
            <iAIStartingUnitMultiplier>0</iAIStartingUnitMultiplier>
            <iAIStartingDefenseUnits>2</iAIStartingDefenseUnits>
            <iAIStartingWorkerUnits>0</iAIStartingWorkerUnits>
            <iAIStartingExploreUnits>1</iAIStartingExploreUnits>
            <iBarbarianDefenders>0</iBarbarianDefenders>
            <iAIDeclareWarProb>120</iAIDeclareWarProb>
            <iAIWorkRateModifier>50</iAIWorkRateModifier>
            <iAIGrowthPercent>90</iAIGrowthPercent>
            <iAITrainPercent>85</iAITrainPercent>
            <iAIWorldTrainPercent>100</iAIWorldTrainPercent>
            <iAIConstructPercent>70</iAIConstructPercent>
            <iAIWorldConstructPercent>100</iAIWorldConstructPercent>
            <iAICreatePercent>85</iAICreatePercent>
            <iAIWorldCreatePercent>100</iAIWorldCreatePercent>
            <iAICivicUpkeepPercent>85</iAICivicUpkeepPercent>
            <iAIUnitCostPercent>85</iAIUnitCostPercent>
            <iAIUnitSupplyPercent>50</iAIUnitSupplyPercent>
            <iAIUnitUpgradePercent>50</iAIUnitUpgradePercent>
            <iAIInflationPercent>60</iAIInflationPercent>
            <iAIWarWearinessPercent>70</iAIWarWearinessPercent>
            <iAIPerEraModifier>-3</iAIPerEraModifier>
            <iAIAdvancedStartPercent>135</iAIAdvancedStartPercent>
            <Goodies>
                <GoodyType>GOODY_HIGH_GOLD</GoodyType>
                <GoodyType>GOODY_LOW_GOLD</GoodyType>
                <GoodyType>GOODY_LOW_GOLD</GoodyType>
                <GoodyType>GOODY_LOW_GOLD</GoodyType>
                <GoodyType>GOODY_LOW_GOLD</GoodyType>
                <GoodyType>GOODY_LOW_GOLD</GoodyType>
                <GoodyType>GOODY_MAP</GoodyType>
                <GoodyType>GOODY_MAP</GoodyType>
                <GoodyType>GOODY_WARRIOR</GoodyType>
                <GoodyType>GOODY_SCOUT</GoodyType>
                <GoodyType>GOODY_EXPERIENCE</GoodyType>
                <GoodyType>GOODY_HEALING</GoodyType>
                <GoodyType>GOODY_TECH</GoodyType>
                <GoodyType>GOODY_TECH</GoodyType>
                <GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
                <GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
                <GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
                <GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
                <GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
                <GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
            </Goodies>
            <FreeTechs>
            </FreeTechs>
            <AIFreeTechs>
                <FreeTech>
                    <TechType>TECH_MINING</TechType>
                    <bFreeTech>1</bFreeTech>
                </FreeTech>
                <FreeTech>
                    <TechType>TECH_ANCIENT_CHANTS</TechType>
                    <bFreeTech>1</bFreeTech>
                </FreeTech>
            </AIFreeTechs>
            <iLairSpawnRate>5</iLairSpawnRate>
        </HandicapInfo>
 
Must be emperor where they get the free worker then.

Also, am I reading this correctly, and that your starting area's resources and 'value' actually goes down as part of the handicap?

That had been something I had always thought might be happening, but was never sure if it was, or if I was just excersizing ye olde confirmation bias.
 
Must be emperor where they get the free worker then.
It's Immortal.
Also, am I reading this correctly, and that your starting area's resources and 'value' actually goes down as part of the handicap?

That had been something I had always thought might be happening, but was never sure if it was, or if I was just excersizing ye olde confirmation bias.
  • As iStartingLocPercent increases, your starting location is chosen later (relative to AI civilizations).
  • iFreeUnits are the number of free units you get (as far as support is concerned)
  • iAdvancedStartPointsMod is a percentage applied to your advanced starting points.

Or were you referring to another variable?
 
Emperor Scares me.

To be honest though I never play above monarch. This is the tradition i've played with since Civ1.

Reason is - I dont want any advantage over the enemy (mechanically) and i dont want them to have one over me (mechanically).

This makes the "ai" a bit of a sticky concern, but they can compute faster than me, not to mention micro-manage (which i'm simply not willing to do) better.

I find it's fun. Sometimes I just get to the point of 'domination' and stop. Othertimes i lose.... badly.

Emperor sounds fun, but since it's a mechanical adaption - i avoid it.

Plus I dont like being humbled over and over. :P
-Qes
 
the AI is definitely not better at micromanaging than a human... actually, it sucks badly at that. even if you automate everything you would still be at an even level with it ;)
 
  • As iStartingLocPercent increases, your starting location is chosen later (relative to AI civilizations).
  • iFreeUnits are the number of free units you get (as far as support is concerned)
  • iAdvancedStartPointsMod is a percentage applied to your advanced starting points.

Or were you referring to another variable?

The first one was what caught my eye. So you are more likely to get crammed into the bum end of the world, instead of the good spots. AKA, if there are only 5 good start areas, and 6 players, you are more likely to get the crap start. Anecdotally, that seems consistent.
 
I've been playing FFH at Emperor for ages. Got bored. Moved up to Immortal.

Very nice. Makes the game fun again.

I do confess to a habit of reloading when my carefully grown wtfpwn unit or hero loses at 98%+ odds, however.
 
Well, I really appreciate all the info and advice in this thread. :)

I hate to admit it, but I am back to Monarch again. I tried several Emperor games (one was FF modmod) and just kept falling behind so fast.

I might give it a try again sometime, but for now Monarch seems to be the sweet spot for me where I am challenged, but win most of the games and have fun. It just wasn't any fun getting creamed in Emperor.

My hat is off to you guys playing Immortal, Deity....
 
The first one was what caught my eye. So you are more likely to get crammed into the bum end of the world, instead of the good spots. AKA, if there are only 5 good start areas, and 6 players, you are more likely to get the crap start. Anecdotally, that seems consistent.

Note that regardless of the initial quality of your start, the area immediately around your starting city is spiked to be rather good (at least according to its alogrithms).
 
sure, you fall behind fast in high difficulties. if you take out one or two neighbours fast (i declare between turn 30 and 50 on deity, depending on luck with the barbs) you have a size where you can build successfully. even for a peaceful game an early war is often a good idea to leverage the start adjustments.
 
sure, you fall behind fast in high difficulties. if you take out one or two neighbours fast (i declare between turn 30 and 50 on deity, depending on luck with the barbs) you have a size where you can build successfully. even for a peaceful game an early war is often a good idea to leverage the start adjustments.

For most civ's, I'm not even sure what I'd be attacking with on turn 30. You aren't going to be getting apprenticeship by then, unless you hut something. I guess Tasunke with a few shocked, war cry'd warriors would do, but that is a pretty limited scope strategy.

I am finding, though, that it seems only aggressive strategies can really work on Deity, and probably Immortal (Barring the Lanun). You can't outgrow someone on your own, but you can take the stuff they built away from them.

Also, it seems that a lot more starts, for more different civ's, are virtually unplayable on Deity, due to the double starting cities for the AIs. Getting stuck between two can completely prevent growth on your part. Further more, barbarians get eliminated so fast, you have a hard time levelling up your guys.
 
Add the sidar to your list if conditions are right. For them defense works as well if not all so good since many cities / good terrain is not imperative to their success. (taking a neigbor or 2 out if many civs are on the map still helps massively but its not imperative for them.)
No need to take the fight to the enemies with them. Just declare and let the walking XP walk to you / chose the battleground on your terms and skip most WW issues. :)

But to chime in with slowcar unless you play without barbs / animals doing a warrior-rush is not all so hard (Shock 1 / 5 XP is just one battle even for nontasunke / nonagressive Starters. And it doesn't take many Shock 1-Warriors to take a city or 2. 5-6 should be enough. For Tasunke other agressive starters its much easier naturally).
Should be easier than most other agressive things done later. (Since vs. Deity AI your chances are best at that point to get at least some sort of an even match... At best there is some! parity at Tier 2 at the latest in size of arms. Later on you are usually hopelessly outsworded / outbowed. Usually allready at Tier 2 unless you beine hard.)

Now i play Sidar rather often so i don't need to go that route all the time if conditions are right (still do an Axerush at Deity quite often (of the rare times i do play deity ;)) since that Techpath is rather very nice for Sidar anyways and their 6/8 XP-starting Axemen are truly terrifying if! Copper is available.).

Now on Quickspeed thats another matter. There, taking out 2 Civs with a Warriorrush is much much harder. But 1 if you truly hasten should still be possible.
So what i said is true to full degree only on normal (and slower for players who like epic or even marathon (?)).
 
an aggressive leader makes the early rush quite easy. if you defeat a single barb you have a shock warrior with 30% chance to defeat a fortified enemy. build some more warriors or try to get one to shock2 and there you go.

in my last public game (still playing, deity tasunke vs 17) i tried to rush on turn 30, encountered hunters, rushed my other neighbour and encountered hunters again. prevailed nontheless.

the ai has more troops but they deploy them stupidly, don't focus on one point but defend all cities with a medium force. if you manage to get a few elite troops they are able to destroy whole civilizations on lower levels.
 
Are any of you guys playing at the higher difficulties on slower game speeds like Epic and Marathon?

Maybe that has something to do with why I fall so far behind so fast - the AI bonuses are reflected more in the games where it takes me a longer time (due to game speed) to build units, building, Wonders, etc.

There is no way in Epic I would be able to build up an early attacking force. Getting that first unit takes 30+ turns. In Marathon it is 50 or more.
 
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