Verrucosus
Warlord
- Joined
- Mar 25, 2002
- Messages
- 259
Fascinating discussion, though, even if unrelated to the Battle of Marathon scenario I thought of when I first read the thread title.
In my memory, the slower speeds in Civilization IV were a kind of optional counter-measure for those who felt that the pacing of Civilization had changed too much because of other design changes. Between Civ1 and Civ4, the standard number of turns from 4000 BC to 2050 AD had decreased from 600 to ca 450. At the same time, more and more unit types had been introduced and the tactical options had shifted from ZOC-rules to situational unit attributes. There had not yet been an attempt to nudge players towards smaller maps. (I think Civ5 was the first version that defaulted to "small".) Units being outdated by the time they get to the front was a frequent comment from those fond of fighting wars away from home. At the same time, those who avoided warfare if possible could finish a game in an evening or two and didn't quite feel the epic nature of 6000 years of history the way they used to in the earlier versions. That's where the epic and marathon speeds could help.
For all its roots in Civilization, Old World is simply different. It is much more of a wargame than Civilization to begin with and the AUC-timescale doesn't invite similar expectations of how long the game should feel.
In my memory, the slower speeds in Civilization IV were a kind of optional counter-measure for those who felt that the pacing of Civilization had changed too much because of other design changes. Between Civ1 and Civ4, the standard number of turns from 4000 BC to 2050 AD had decreased from 600 to ca 450. At the same time, more and more unit types had been introduced and the tactical options had shifted from ZOC-rules to situational unit attributes. There had not yet been an attempt to nudge players towards smaller maps. (I think Civ5 was the first version that defaulted to "small".) Units being outdated by the time they get to the front was a frequent comment from those fond of fighting wars away from home. At the same time, those who avoided warfare if possible could finish a game in an evening or two and didn't quite feel the epic nature of 6000 years of history the way they used to in the earlier versions. That's where the epic and marathon speeds could help.
For all its roots in Civilization, Old World is simply different. It is much more of a wargame than Civilization to begin with and the AUC-timescale doesn't invite similar expectations of how long the game should feel.
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