if we're a Human player, we're done. 670
If you're a Human player, we're done. We're at 1306. Keep in mind a lot of that was from the step up to marathon (from 100 at noble to 335 at marathon). But it does add a new extra healthy challenge to nightmare mode that it should've had all along.
Then we discussed it and found out that there IS no scaling of production costs from difficulty settings. THUS since research DOES scale from that source, we need production costs to be able to scale there equally.
The production costs were effectively doubled at nightmare, and the research speed has been improved (compared to a month or two. I think Joseph said it was reverted, but I didn't notice it). This creates three major problems, beyond the basic "game is harder":
1) Building's ROI is a lot worse, and in some senses, certain buildings should be removed. I think we've had some complaints that certain buildings are not worth their cost already. Now that their cost is doubled, they might have a negative value.
2) Your research (especially with TD) might be so fast that building certain buildings will end only after they are obsolete. It was hard to build new cities before the update, now it'll take a lot longer. If I tried to build 5 trackers, I might have researched hunters before the 5 has finished.
3) To me personally, and I suspect Septimius and Noriad might agree, it's boring. Spending 30 turns on constructing a wonder (nightmare, large, normal) in your capital, even if the right choice, is boring. So is spending 8 turns on building a tracker.
In general, I prefer to spend my time deciding what to do, instead of click "end turn" to wait for it to happen. This is doubly so in C2C, where time between turns is quite long.
I feel like the game should be harder because the opponents are stronger, instead of shooting myself in the leg to give them a better chance. I guess I could lower the difficulty to diety, but it has various other effects, while the main issue is specifically production speed.
An option to keep the "hard" part and fix this issue might be to reduce the cost of construction for the AI, instead of raising it for the players. The AI will do better compared to the player, but the player wouldn't feel it's because he is bad/slow, but due to the AI being better.