So, the various projects I have in mind, post-League.
1- Horatius Trophy
This would be a spin-off of the
Horatius League, with each game recorded as a video.
Instead of a Football World Cup inspired format (pool phase followed by a knockout phase), this would be a single-elimination tournament throughout.
Take 12 seeded leaders which are qualified directly for round 2.
The remaining 40 play the 1st round: 20 go out, 20 make it to round 2.
20 + 12 = 32, things can now proceed in a standard fashion henceforth.
That thing is actually ready to go at any moment: I worked on balancing the map which would be used back in September, and that's basically all that was needed. I was planning on an early October start, but RL got in the way, and then I went "cold feet".
Even though that tournament would feature far fewer games than the almost 400 games which made up a single Horatius League "tournament"... we're still talking 51 games here.
That's a pretty big commitment. I would owe it to viewers to see the thing through, but recording 51 videos is pretty time-consuming, and if I get only a handful of viewers (pretty likely, actually)... is that worth it?
I could shorten up things a lot by recording aiplay games of the first rounds, reserving the full manual games for the final rounds... but that would probably lower the interest for a project which would have a very niche appeal to start with.
So I dunno...

That project isn't shelved, but on hold for now.
2- AI "schuffle" (shuffled scuffle)
I've already hinted at it: it would be a continuation of the AI League, but with the Swiss Format dropped.
Take four 6-player maps, four 7-player maps, and play 52 rounds with random match-ups, having as the only constraint that each leader plays from each starting position exactly once.
This could be started pretty fast: I've already designed the database structure changes, I've written and tested the code for game generation. I would just need to update my helper application with those changes and rework the interface a bit. One busy week-end should cover it.
The only aspect I was still puzzling about was: should I keep using the AI Survivor maps, or move on to a new set of maps?
And I believe the answer is... both?
A first run with the AI Survivor maps would allow me to compare the results with the League's results, and thus assess the impact of the League format.
And a second run using different, more balanced maps, would allow to assess the impact of the imbalance of AI Survivor maps.
3- AI Survivor 2.0, King of the Hill edition
Sullla's base idea was "an eliminated AI is out", and he worked up a tournament format from there.
I had
some discussion with
@Keler last year about it, because I believe a better base idea would be "only winning AIs move on".
After thinking about it some more, I believe I've finally come up with a format I'm satisfied with.
Start with 49 AIs, not the full 52 complement.
Play seven 7-player games. The 7 winners qualify for the playoffs.
Play six 7-player games with the remaining 42 AIs. The 6 winners also qualify for the playoffs.
Play six 6-player games with the remaining 36 AIs. The 6 winners join the other into the playoffs.
And that concludes the opening round.
We have 19 leaders qualified for the playoffs.
We add two of the three AIs who didn't play the opening round: that makes 21.
Play three 7-player games. The 3 winners make the championship.
With the remaning 18, play three 6-player games. The 3 winners join the championship, the others are out.
We now have 6 AIs qualified for the championship game. We add the last AI who hasn't played yet.
The championship game is played with 7 players.
We conclude the tournament with a 6-player game to determine the tournament's runner-up.
The 3 AIs left out from the opening round games would be:
- The current reigning champion, who'd be directly qualified for the championship game as the defending champion.
- The previous tournament runner-up, qualified for the playoffs.
- As for the last one, also qualified for the playoffs, I'd say the AI who's played the most turns in the previous tournament.
There'd be little point running this with aiplay (the League and its follow-ups are better suited for data-collecting), so this is another one which would in video format.
It be easy to get started (no need for dedicated tools)... except for two things.
First, I would need maps. And contrary to AI Survivor, I would like somewhat balanced maps. That would require quite some work: I would aim at having 72 maps (seven 7-p maps and seven 6-p maps per climate setting, plus a custom map for the championship and runner-up games each). Each would require, I reckon, about 50 aiplay games to get to a satisfying result.
So yeah... that would take some time.
And then there's the tiny issue that, better format or not... that's still basically AI Survivor.
So is there room for a second AI Survivor?
I believe I could run this between AI Survivor seasons, but would there be appetite for it?
4- AI "world conquest"
This is my latest idea, so the paint isn't dry on that one.

It would be something different.
First, create 52 12x12 "tiles" and lay them in an offset pattern to build a toroidal "world map".
At the start of a game ("campaign"), randomly assign each leader to a tile.
Then the game proceeds as follows:
- Pick a tile. Generate a game map from that tile and the surrounding tiles.
- aiplay the game.
- If the winner is the leader from the center tile (the picked tile), nothing happens (and believe me,
that bothers me a lot, so it's still the source of some serious brain churning).
- If the winner is another leader, it gets control of that tile (ie, it expands its territory to now include that tile as well.
Two sub-possibilities: if the central AI got eliminated in the course of the game, then the winner gets control of the tile with his civ. But if the central AI survived, then the winner gets controls of the tile, but keeps the civ of the eliminated leader.
For example, the tile with Pacal of the Maya is picked.
The game is played, and Boudica of the Celts wins, but Pacal survives.
The tile formally owned by Pacal of the Maya is now owned by Boudica of the Maya. And it borders a tile owned by Boudica of the Celts.
And we keep going that way until a leader or a civ reaches a certain threshold (14 tiles?).
Now, the idea would be to add a meta game on top. Something like players bet on the outcome of each game to earn "reputation", and they would spend that reputation to gain "influence" with the leaders and civs.
When the game ends, the player with the most influence is the winner.
So, that one is still pretty much in the design phase... Available Q2 2027 ?
in particular I'm interested in "unrestricted leaders" setups
That got me thinking...
And I believe I could use the framework for the "AI Schuffle" for that.
Get four 7-p maps and a 6-p map. Ideally they should be somewhat balanced (by "somewhat balanced", I mean that if you played 70 games on such a map, you'd get 5-15 wins from each position. Not 40 wins from the same start and 0 from another).
That gives you 34 starting positions.
And from there, you can generate a set of games where each leader gets to play every civ once, from each available start.
Now, that set of games would be 34*52*5 = 8,840 games.
Basically the same magnitude as the whole League (15 League series is 7,800 games).
That's a lot... But should be doable.