Title. I think this is the most important problem of Civ series and 4X games in general. It is not that hard to do a fun early - to - mid 4X gameplay. You throw a bit of exploration here, some important foundational decisions there, micromanagement is not too big, competition is roughly equal at this stage as everyone begins at the some point (and it is easy to boost AI in the beginning)... The challenge is how to do the latter half of games like this actually fun, namely not containing
1) Enormous amounts of tedious micro decisions of ever decreasing importance
2) Lack of wonder, surprise and discovery
3) The hardest one: competition being set in stone by te mid game, with mid game winners being clear late game winners and rest of players having no way to catch up.
Recently released Humankind has managed to somewhat solve number 1 due to the way army and city management work here (although I really dislike its idea of the map dominated by extremely few cities ruling enormous amount of land, it just feels wrong to me), mostly failed at number 2 and disastrously failed at number 3.
Civ6 has completely failed in all those regards and endgame is widely considered to be its weakest point. Which is hilarious because so many of its features were ostensibly designed to prevent snowballing and uncatchable runaways, and they have all utterly failed in this task (hello R&F expansion and climate disasters).
So, how would you solve the problem, if everything civ6 did in this regard was not even nearly enough?
########my loose ideas#######
The 4X game IMO has to be designed from the ground and its fundamental systems in such a way that it prevents hyper stable equilibrium of dominant competitors by its core dynamics. I don't know how exactly this problem should be solved, but I feel this would probably require contemplating the very basic economic, internal stability and tech systems of a game.
Now this is problematic, because you have to do it in a non - frustrating way, and it has to be somewhat ahistorical. IRL empires were very limited in size (mostly), usually lasted no more than two centuries in a good shape and collapsed all the time. I'd honestly welcome a 'hardcore' 4X game which functions like a roguelike, in which long survival itself is a great achievement (will you stand the test of time?) but there is no way Civ series go in such direction.
Some of my ideas
1) Make something really clever some different genres games did, namely introduce a separate AI 'game director' which dynamically throws the challenge at the most dominant players at the global level. What am I thinking of is Left 4 Dead or Alien: Isolation style "you are never too far from or too strong vs enemy", just in 4X way. For example a game director looks at every civ's performance at the end of every era and subtly shuffles the world to throw obstacles at the dominant players - in such a way it would feel somewhat natural, such as
- barbarian invasions and migrations at the end of ancient/classical era (Sea Peoples, Huns etc)
- chaotic climatic change which just happens to hit the continent with the most runaway player
- brand new major players emerging in later eras (think medieval era nomadic empires) targeting the richest guy
- if designers really have balls, pandemics (although that could be too random and unpreventable)
- event chains linked in the organic way to massive empires, such as involving civil wars, corruption etc
2) Brand new major players emerging in later eras, with sufficient resources to greatly disturb status quo. Both civ5 and civ6 have mods 'historical start dates' which do so and they introduce so much beautiful mess. I'd love to see a 4X game in which empires actually dramatically rise and fall with eras.
3) Industrialization IMO should be a massive late game event, which is EASIER to perform if you are SMALLER and less proud culture, and which can completely disturb the usual balance of power. Think of how IRL Britain and other small European states have suddenly completely eclipsed China because of that.
4) World wars by the late game should IMO be a regular occurrence.
5) So should be rise of 19th century nationalism and 20th century decolonisation, giving a lot of headache to massive empires.
6) Regarding colonization and exploration, I think it would be great if until the 19th century large areas of map were just plain impossible to colonize, exploit or even explore. Think of how IRL Africa had almost completely unknown interior to Europeans all the way until 19th century. Also, making some sysyems and incentives of 'countries settle and fight over trade posts and colonies all over the world in later ages' would be great to disturb sttus quo.
Those points deal with problems 2 and 3. Dealing with problem 1 would require ditching 1UPT unit system and figuring out how to switch from "every tile minigame matters" to "macro strategic choices while micro is automated" approach by the late game.
Tl;dr the game should do everything it can by its core design to disturb status quo and change major map dynamics all the way until the very end of a game.
1) Enormous amounts of tedious micro decisions of ever decreasing importance
2) Lack of wonder, surprise and discovery
3) The hardest one: competition being set in stone by te mid game, with mid game winners being clear late game winners and rest of players having no way to catch up.
Recently released Humankind has managed to somewhat solve number 1 due to the way army and city management work here (although I really dislike its idea of the map dominated by extremely few cities ruling enormous amount of land, it just feels wrong to me), mostly failed at number 2 and disastrously failed at number 3.
Civ6 has completely failed in all those regards and endgame is widely considered to be its weakest point. Which is hilarious because so many of its features were ostensibly designed to prevent snowballing and uncatchable runaways, and they have all utterly failed in this task (hello R&F expansion and climate disasters).
So, how would you solve the problem, if everything civ6 did in this regard was not even nearly enough?
########my loose ideas#######
The 4X game IMO has to be designed from the ground and its fundamental systems in such a way that it prevents hyper stable equilibrium of dominant competitors by its core dynamics. I don't know how exactly this problem should be solved, but I feel this would probably require contemplating the very basic economic, internal stability and tech systems of a game.
Now this is problematic, because you have to do it in a non - frustrating way, and it has to be somewhat ahistorical. IRL empires were very limited in size (mostly), usually lasted no more than two centuries in a good shape and collapsed all the time. I'd honestly welcome a 'hardcore' 4X game which functions like a roguelike, in which long survival itself is a great achievement (will you stand the test of time?) but there is no way Civ series go in such direction.
Some of my ideas
1) Make something really clever some different genres games did, namely introduce a separate AI 'game director' which dynamically throws the challenge at the most dominant players at the global level. What am I thinking of is Left 4 Dead or Alien: Isolation style "you are never too far from or too strong vs enemy", just in 4X way. For example a game director looks at every civ's performance at the end of every era and subtly shuffles the world to throw obstacles at the dominant players - in such a way it would feel somewhat natural, such as
- barbarian invasions and migrations at the end of ancient/classical era (Sea Peoples, Huns etc)
- chaotic climatic change which just happens to hit the continent with the most runaway player
- brand new major players emerging in later eras (think medieval era nomadic empires) targeting the richest guy
- if designers really have balls, pandemics (although that could be too random and unpreventable)
- event chains linked in the organic way to massive empires, such as involving civil wars, corruption etc
2) Brand new major players emerging in later eras, with sufficient resources to greatly disturb status quo. Both civ5 and civ6 have mods 'historical start dates' which do so and they introduce so much beautiful mess. I'd love to see a 4X game in which empires actually dramatically rise and fall with eras.
3) Industrialization IMO should be a massive late game event, which is EASIER to perform if you are SMALLER and less proud culture, and which can completely disturb the usual balance of power. Think of how IRL Britain and other small European states have suddenly completely eclipsed China because of that.
4) World wars by the late game should IMO be a regular occurrence.
5) So should be rise of 19th century nationalism and 20th century decolonisation, giving a lot of headache to massive empires.
6) Regarding colonization and exploration, I think it would be great if until the 19th century large areas of map were just plain impossible to colonize, exploit or even explore. Think of how IRL Africa had almost completely unknown interior to Europeans all the way until 19th century. Also, making some sysyems and incentives of 'countries settle and fight over trade posts and colonies all over the world in later ages' would be great to disturb sttus quo.
Those points deal with problems 2 and 3. Dealing with problem 1 would require ditching 1UPT unit system and figuring out how to switch from "every tile minigame matters" to "macro strategic choices while micro is automated" approach by the late game.
Tl;dr the game should do everything it can by its core design to disturb status quo and change major map dynamics all the way until the very end of a game.