Hydromancerx
C2C Modder
Here is a rough timeline of an ideal C2C game where its challenging throughout the game. Note that all games can deviate from this in their own way. However this timeline is made to help us tweak the game so to bring some challenge even in late game.
Note the important game setting for this are;
- Perfect World 2f - So you can have an old world and a new world plus realistic map generation.
- Minor Civ - So you start out at war with all other civs and have to work up to peace.
- Revolutions On - So its harder to keep larger empires.
- Usable Mountains - So they can be barriers in the beginning of the game and not later.
- Terrain Damage - So Polar and Arid terrain types can block movement through damage.
Now for the Era breakdown ...
Early Prehistoric
- One City with Slow Growth
- Cannot Found other Cities
- Animals and Neanderthals are Dangerous
- Hard to Keep a City Healthy and/or Happy
- Cannot Conduct Diplomacy
Late Prehistoric
- Limit of 3 to 6 Cities
- Land Grabs
- Thieves and Rogues
- Still Cannot Conduct Diplomacy
- Risk of Revolution from Over Expansion
- Barbarians Cities
- Possible Grab for a Religion
- First Sea Exploration and/or Expansion
- Key Resources of Horse / Camels / Elephants
Ancient
- Limit of 6 to 10 cities
- Still Land Grabs (depends upon map size)
- Can finally conduct Diplomacy
- Boost from Farming
- Still Thieves and Rogues
- Still Barbs unless all land has been Grabbed
- Risk of Revolution from Over Expansion
- Grab for a Religion
- Possible Sea Warfare
- Fight Disease and Plagues
- Key Resource of Copper
Classical
- Limit of 12 to Unlimited cities
- Late Grab for a Religion
- Possible Religious Wars
- Still Rogue Type Units.
- Possible Wars Over Land
- Possible Sea Warfare
- Fight Disease and Plagues
- Key Resource of Iron
Medieval
- Wars Over Land since you cannot leave the Old world yet.
- Still Rogue Type Units.
- Possible Sea Warfare
- Fight Disease and Plagues
Renaissance
- Can finally leave the Old World and explore the New World
- Land Grab for New World
- Risk of Revolution from New World Colonies
- Still Rogue Type Units.
- New Barbarian and/or New Civs
- Ocean Sea Animals (ex. Giant Squids)
- Can Pass Over Mountains
- First Air Units
- Key Resource of Sulphur
Industrial
- Race for Electricity and Significant Production Boost
- Still Rogue Type Units.
- Possible Still land Grabbing New World areas.
- Risk of Revolution from New World Colonies
- Threat of uncontrollable Air and Water Pollution
- Key Resource of Coal
Modern
- Threat of Nuclear War
- Threat of Air and Water Pollution
- Threat of Global Warming
- First Space and Lunar Exploration
- Key Resources of Oil and Uranium
Trans-Human
- Threat of Air and Water Pollution
- Threat of Global Warming
- Can Finally leave the Planet
- Land Grab of Lunar Terrain
- Risk of Revolution from Off-world Colonies
Early Galactic
- Can Terraform and reverse Global Warming and Pollution
- Land Grab for Asteroid Mining
- Land Grab for Mars Terrain
- Risk of Revolution from Off-world Colonies
Late Galactic
- Can Finally Leave the Solar System
- Land Grab for Galactic Territory
- Risk of Revolution from Off-world Colonies
- End Game Alien Invasion
- Can Travel through Wormholes and Foldspace
- Race for Final Achievements such as Ascension Gates and Trans-Dimensional Ships
So as you can see at any point you could become a powerhouse and steamroll other civs. The post at risk seems to be the Medieval era since there is not always a place to expand to. Hopefully things like the disease system can balance things out in this era and cause larger cities to get plagues and stuff to put the breaks on their steamroller so other civs can catch up and still be around for later eras.
Note if you do manage to take over all the old world then there is at least the new world. However I think to make the game have longevity the over seas colonies will need to be harder to maintain. Be it maintenance and/or revolutions. Same goes for the later expansions to the Moon, Mars and beyond.
Please give your feedback on how to keep the game challenging throughout the course of the game.
Note the important game setting for this are;
- Perfect World 2f - So you can have an old world and a new world plus realistic map generation.
- Minor Civ - So you start out at war with all other civs and have to work up to peace.
- Revolutions On - So its harder to keep larger empires.
- Usable Mountains - So they can be barriers in the beginning of the game and not later.
- Terrain Damage - So Polar and Arid terrain types can block movement through damage.
Now for the Era breakdown ...
Early Prehistoric
- One City with Slow Growth
- Cannot Found other Cities
- Animals and Neanderthals are Dangerous
- Hard to Keep a City Healthy and/or Happy
- Cannot Conduct Diplomacy
Late Prehistoric
- Limit of 3 to 6 Cities
- Land Grabs
- Thieves and Rogues
- Still Cannot Conduct Diplomacy
- Risk of Revolution from Over Expansion
- Barbarians Cities
- Possible Grab for a Religion
- First Sea Exploration and/or Expansion
- Key Resources of Horse / Camels / Elephants
Ancient
- Limit of 6 to 10 cities
- Still Land Grabs (depends upon map size)
- Can finally conduct Diplomacy
- Boost from Farming
- Still Thieves and Rogues
- Still Barbs unless all land has been Grabbed
- Risk of Revolution from Over Expansion
- Grab for a Religion
- Possible Sea Warfare
- Fight Disease and Plagues
- Key Resource of Copper
Classical
- Limit of 12 to Unlimited cities
- Late Grab for a Religion
- Possible Religious Wars
- Still Rogue Type Units.
- Possible Wars Over Land
- Possible Sea Warfare
- Fight Disease and Plagues
- Key Resource of Iron
Medieval
- Wars Over Land since you cannot leave the Old world yet.
- Still Rogue Type Units.
- Possible Sea Warfare
- Fight Disease and Plagues
Renaissance
- Can finally leave the Old World and explore the New World
- Land Grab for New World
- Risk of Revolution from New World Colonies
- Still Rogue Type Units.
- New Barbarian and/or New Civs
- Ocean Sea Animals (ex. Giant Squids)
- Can Pass Over Mountains
- First Air Units
- Key Resource of Sulphur
Industrial
- Race for Electricity and Significant Production Boost
- Still Rogue Type Units.
- Possible Still land Grabbing New World areas.
- Risk of Revolution from New World Colonies
- Threat of uncontrollable Air and Water Pollution
- Key Resource of Coal
Modern
- Threat of Nuclear War
- Threat of Air and Water Pollution
- Threat of Global Warming
- First Space and Lunar Exploration
- Key Resources of Oil and Uranium
Trans-Human
- Threat of Air and Water Pollution
- Threat of Global Warming
- Can Finally leave the Planet
- Land Grab of Lunar Terrain
- Risk of Revolution from Off-world Colonies
Early Galactic
- Can Terraform and reverse Global Warming and Pollution
- Land Grab for Asteroid Mining
- Land Grab for Mars Terrain
- Risk of Revolution from Off-world Colonies
Late Galactic
- Can Finally Leave the Solar System
- Land Grab for Galactic Territory
- Risk of Revolution from Off-world Colonies
- End Game Alien Invasion
- Can Travel through Wormholes and Foldspace
- Race for Final Achievements such as Ascension Gates and Trans-Dimensional Ships
So as you can see at any point you could become a powerhouse and steamroll other civs. The post at risk seems to be the Medieval era since there is not always a place to expand to. Hopefully things like the disease system can balance things out in this era and cause larger cities to get plagues and stuff to put the breaks on their steamroller so other civs can catch up and still be around for later eras.
Note if you do manage to take over all the old world then there is at least the new world. However I think to make the game have longevity the over seas colonies will need to be harder to maintain. Be it maintenance and/or revolutions. Same goes for the later expansions to the Moon, Mars and beyond.
Please give your feedback on how to keep the game challenging throughout the course of the game.