Lately I have been playing on Huge maps with low sea level at Marathon speed and have noticed a number of things.
Traits
Imperialistic: Somewhat weaker on Marathon because of the imbalance between unit production and building production. Traits that give a discount to buildings save you considerably more hammers. I have found my economy crashing well before all the peaceful Rexing is anywhere near complete.
Organised: Very strong. Though it appears that maintenence and distance from capital scale with map size, you are going to build a LOT of courthouses so the raw hammer savings are pretty big.
Philosophical: Strongest early but fades much faster than on smaller maps. Especially if you are trying to use settled GP's. I have found that on huge maps at marathon speed a single super science city just doesn't produce the number of beakers several heavily cottaged cities can. The best use of those GS is academies. Bulb and trade seems to be less effective as well. With eleven civs in a game, you cannot reliably bulb techs noone else has. Though early bulbs are awesome. You have a monoploly tech for quite a long time if you choose not to trade it around.
Charasmatic: Solid trait in the early game that fades. Due to the larger number of cities you will have it greatly increases the number of extra happy citizens. More citizens means more of everything. Especially if adopting a religion is dangerous due to the political climate. It takes many many turns to research monarchy for HR. Eight cities with two extra citizens is like having ten cities early game.
The promotions bonus is stronger on huge maps because a larger percentage of your troops will be coming from cities without military instructors. If you are running vassalage and theocracy you can get troops that are 1 point from level 3 in a gigantic number of cities.
Expansive: Weaker for the same reason Imperialistic is weaker. Though getting a discount on a building that should be in every single city is nice.
Financial: If you're running a CE then it is much stronger. More cottages means more tiles getting the financial bonus.
Creative: Very strong early game. Building/whipping/chopping a monument takes a while on marathon and then you have to wait 30 turns for your first border pop. Building discounts are great as well.
Industrious: Mixed bag. When going for wonders that affect all cities it is a major boost. More cities means more benefits. However the majority of your cities will not be building wonders and except for the discounted forges will not benefit as much from industrious as from other traits.
Spiritual: Another mixed bag. The cheaper buildings are great but anarchy times do not triple on marathon so you lose a little bit.
Wonders
As I mentioned earlier wonders that have an effect on every city are stronger because you have more cities to benefit. But I have found the most valuable wonder to be the Great Wall. Barbs on marathon speed/huge maps are a freakin nightmare. Fog busting is an invitation to economic ruin. Right around 2000BC the waves start coming. Coming for the human player at least. I have found myself building swarms of antibarb units while my economy crashes and my building infrastructure gets put on hold forever. Sure would like to build a granary but I have a zillion barbs axes trying to pilliage me to death. Build the Wall. I popped masonry from a hut last game and did a little dance in my chair. I am 43yo. It was not a pretty sight.
Opening strategies
I find myself building warriors first instead of workers. Especially if I have a heavily forested start. It takes 30 turns to build a worker but 52 turns to research BW, And that is if you start with mining. Also there are more huts for the grabbing and more map to explore. As well as more lions and tigers and bears oh my. Once I am at a point where my worker has things to do I build one. I then start spamming 2-3 more cities while I research masonry for the Wall-O-salvation. The worker is prechopping his heart out. I place my cities for long term impact. If you make a good attempt at the wall you won't need copper/iron/ponies hooked up asap. And with all the room between you and your opponents there is less of a chance of someone beating you to the strategic metals. Pottery is a big for me. City growth takes longer so granaries are key. Well they are key at any speed or size. You want early pottery for the cottages. they take a long time to mature and you need a heck of a lot of beakers on marathon/huge. Start them early and you will be fine.
Never stop rexxing. There is a lot of land to claim. Just be sure to keep a nice balance between production/commerce.
But you say to me "Mr. Corpse, it is better to rush your opponent and take his/her cities". Sorry to inform you but axe rushes are few and far between on huge maps at low sealevel. Your closest neighbor is usually 20+ tiles away. Yes on marathon you will still have a chance to overwhelm him/her but you economy will nose dive even if you just keep the capital. It is also very difficult to continue supplying troops to the front lines. So the time honored strategy of "Axerush then win with 2 capitals" rarely applies here. And unfortunately ya gotta learn the rest of the game. The good news is that the Ai sucks at the rest of the game. Most of my games have seen everyone with 10+ cities before all the good land is taken. That means the Ai has misplaced and poorly developed 10 cities.
Trading for backfill vs. self-research for backfill. I have found self-research to be more effective. With more AI's the discounts to research are pretty hefty. But so many AI means that you can trade your techs to fewer of them before everyone has it. Then the Ai passes out my tech like candy to their buddies and I end up supplying a nice tech to the entire world for little return.
The Art of War. Needless to say, you need more troops if you are going to take more cities. A lot more if the enemy has some nice cities you plan on keeping. I only go to war when my economy can handle aquiring new cities. Razing them just means open ground for the other AI to settle. Two stacks seem to be best. One main SoD to attack the core with a smaller one to start on the border cities. I count the number of cities i want to take with a stack. I build 5 siege units plus 2 per city. I usually lose two rookie CR1 siege units per city. Then I build 2 CG/1antimounted/1antimelee unit per city. And 5-6 CR units for the main stack and 2-3 for the mini-stack. Post collateral damage I use the CR units to take out the top defenders and mop up with future garrison troops. It's a lot of units to build and pay for. For a ten city target you need 60-70 units. That is 60-70 gpt. Attacking and grabbing 2-3 cities is not advisable. It leaves a fairly large and pissed off neighbor.
The Economy
I have tried a number of economies. CE seems to be the best. The SSE/WE starts pretty strong but there is a limit on the number of beakers a single city can produce and it does not go up with mapsize or game speed. As empires expand you need a lot of commerce from a lot of cities.
I tried a few SE games. I'm not the strongest SE player and i struggled a lot. The problem was cash flow. Having a heavily cottaged capital can pay for the costs of an empire on a standard map. On a huge map it can't. I also play with tech brokering off. While this slows down the tech path for the Ai it pretty much kills any chance of the bulb-n-trade bonanza that a SE seems to require. Another buzzkill with trading techs on huge maps is the number of AI's means you are pretty much assured of trading with sombodies worst enemy.
I try and have 1/2 my cities as cottage monsters and the other half production with 1 or 2 GP farms to produce GS's for academies.
Currency seems to be better on larger maps. More cities means more trade routes. And you are going to have more production cities, which enables you to set 1 or 2 to building wealth and still produce troops in adequete numbers. Selling off old techs for cash helps a lot. Especially when you have more civs to milk.
Ok, i am going to kill a few more hours on my current game.
Traits
Imperialistic: Somewhat weaker on Marathon because of the imbalance between unit production and building production. Traits that give a discount to buildings save you considerably more hammers. I have found my economy crashing well before all the peaceful Rexing is anywhere near complete.
Organised: Very strong. Though it appears that maintenence and distance from capital scale with map size, you are going to build a LOT of courthouses so the raw hammer savings are pretty big.
Philosophical: Strongest early but fades much faster than on smaller maps. Especially if you are trying to use settled GP's. I have found that on huge maps at marathon speed a single super science city just doesn't produce the number of beakers several heavily cottaged cities can. The best use of those GS is academies. Bulb and trade seems to be less effective as well. With eleven civs in a game, you cannot reliably bulb techs noone else has. Though early bulbs are awesome. You have a monoploly tech for quite a long time if you choose not to trade it around.
Charasmatic: Solid trait in the early game that fades. Due to the larger number of cities you will have it greatly increases the number of extra happy citizens. More citizens means more of everything. Especially if adopting a religion is dangerous due to the political climate. It takes many many turns to research monarchy for HR. Eight cities with two extra citizens is like having ten cities early game.
The promotions bonus is stronger on huge maps because a larger percentage of your troops will be coming from cities without military instructors. If you are running vassalage and theocracy you can get troops that are 1 point from level 3 in a gigantic number of cities.
Expansive: Weaker for the same reason Imperialistic is weaker. Though getting a discount on a building that should be in every single city is nice.
Financial: If you're running a CE then it is much stronger. More cottages means more tiles getting the financial bonus.
Creative: Very strong early game. Building/whipping/chopping a monument takes a while on marathon and then you have to wait 30 turns for your first border pop. Building discounts are great as well.
Industrious: Mixed bag. When going for wonders that affect all cities it is a major boost. More cities means more benefits. However the majority of your cities will not be building wonders and except for the discounted forges will not benefit as much from industrious as from other traits.
Spiritual: Another mixed bag. The cheaper buildings are great but anarchy times do not triple on marathon so you lose a little bit.
Wonders
As I mentioned earlier wonders that have an effect on every city are stronger because you have more cities to benefit. But I have found the most valuable wonder to be the Great Wall. Barbs on marathon speed/huge maps are a freakin nightmare. Fog busting is an invitation to economic ruin. Right around 2000BC the waves start coming. Coming for the human player at least. I have found myself building swarms of antibarb units while my economy crashes and my building infrastructure gets put on hold forever. Sure would like to build a granary but I have a zillion barbs axes trying to pilliage me to death. Build the Wall. I popped masonry from a hut last game and did a little dance in my chair. I am 43yo. It was not a pretty sight.
Opening strategies
I find myself building warriors first instead of workers. Especially if I have a heavily forested start. It takes 30 turns to build a worker but 52 turns to research BW, And that is if you start with mining. Also there are more huts for the grabbing and more map to explore. As well as more lions and tigers and bears oh my. Once I am at a point where my worker has things to do I build one. I then start spamming 2-3 more cities while I research masonry for the Wall-O-salvation. The worker is prechopping his heart out. I place my cities for long term impact. If you make a good attempt at the wall you won't need copper/iron/ponies hooked up asap. And with all the room between you and your opponents there is less of a chance of someone beating you to the strategic metals. Pottery is a big for me. City growth takes longer so granaries are key. Well they are key at any speed or size. You want early pottery for the cottages. they take a long time to mature and you need a heck of a lot of beakers on marathon/huge. Start them early and you will be fine.
Never stop rexxing. There is a lot of land to claim. Just be sure to keep a nice balance between production/commerce.
But you say to me "Mr. Corpse, it is better to rush your opponent and take his/her cities". Sorry to inform you but axe rushes are few and far between on huge maps at low sealevel. Your closest neighbor is usually 20+ tiles away. Yes on marathon you will still have a chance to overwhelm him/her but you economy will nose dive even if you just keep the capital. It is also very difficult to continue supplying troops to the front lines. So the time honored strategy of "Axerush then win with 2 capitals" rarely applies here. And unfortunately ya gotta learn the rest of the game. The good news is that the Ai sucks at the rest of the game. Most of my games have seen everyone with 10+ cities before all the good land is taken. That means the Ai has misplaced and poorly developed 10 cities.
Trading for backfill vs. self-research for backfill. I have found self-research to be more effective. With more AI's the discounts to research are pretty hefty. But so many AI means that you can trade your techs to fewer of them before everyone has it. Then the Ai passes out my tech like candy to their buddies and I end up supplying a nice tech to the entire world for little return.
The Art of War. Needless to say, you need more troops if you are going to take more cities. A lot more if the enemy has some nice cities you plan on keeping. I only go to war when my economy can handle aquiring new cities. Razing them just means open ground for the other AI to settle. Two stacks seem to be best. One main SoD to attack the core with a smaller one to start on the border cities. I count the number of cities i want to take with a stack. I build 5 siege units plus 2 per city. I usually lose two rookie CR1 siege units per city. Then I build 2 CG/1antimounted/1antimelee unit per city. And 5-6 CR units for the main stack and 2-3 for the mini-stack. Post collateral damage I use the CR units to take out the top defenders and mop up with future garrison troops. It's a lot of units to build and pay for. For a ten city target you need 60-70 units. That is 60-70 gpt. Attacking and grabbing 2-3 cities is not advisable. It leaves a fairly large and pissed off neighbor.
The Economy
I have tried a number of economies. CE seems to be the best. The SSE/WE starts pretty strong but there is a limit on the number of beakers a single city can produce and it does not go up with mapsize or game speed. As empires expand you need a lot of commerce from a lot of cities.
I tried a few SE games. I'm not the strongest SE player and i struggled a lot. The problem was cash flow. Having a heavily cottaged capital can pay for the costs of an empire on a standard map. On a huge map it can't. I also play with tech brokering off. While this slows down the tech path for the Ai it pretty much kills any chance of the bulb-n-trade bonanza that a SE seems to require. Another buzzkill with trading techs on huge maps is the number of AI's means you are pretty much assured of trading with sombodies worst enemy.
I try and have 1/2 my cities as cottage monsters and the other half production with 1 or 2 GP farms to produce GS's for academies.
Currency seems to be better on larger maps. More cities means more trade routes. And you are going to have more production cities, which enables you to set 1 or 2 to building wealth and still produce troops in adequete numbers. Selling off old techs for cash helps a lot. Especially when you have more civs to milk.
Ok, i am going to kill a few more hours on my current game.