the punk building are realy cool please don't make extra mods out of it
Exploring ideas as part of the main(selectable) gameplay is vital to C2C's scope and flavour..
I have to agree completely with Kreatur, it should be part of the core experience. at least up until they are developed to the point of bloat. You have to set ideas and potential standards/goals to aim for, even if you want the ideas as open, and limitless as you want them to evolve to. To truly play C2C the way you want to, you have to include a variety of combinatorial options (and paths). You want to attract these options and players, so they can help contribute. (C2C should be open to far more than the least(and most common) path of resistance(and vision).
The goal is to raise the bar of improvement and options (not so that people are lost in the details, but so that you can play C2C your way (examples):
Thunderbrd's
http://forums.civfanatics.com/showthread.php?t=487838
Hydromancerx's,
http://forums.civfanatics.com/showpost.php?p=12203680&postcount=2
and specifically:
http://forums.civfanatics.com/showpost.php?p=12205543&postcount=5
Ok, so as stated, I'd come back and explain more...
...
This makes leaders much more manipulable and although it may seem like it limits our options with leaders, it really doesn't since we can override any given tag by simply defining that tag on the leader itself. Thus we can get into the micro-definition of any leader as deeply as we want while having some guidelines for them all that are also easily updateable.
As a whole this would make our leader structure much much much more manageable and by limiting ourselves to somewhere around 60 archetypes with well defined personality concepts equating to one trait's personality outlook, we should be able to have fun with mix and matching to redesign our leaders.
But the best thing about it would be that leaders wouldn't have to all be completely redefined overnight. They could be simplified but wouldn't HAVE to be as the current leader definitions would NOT require redefinition, only benefit from any additional definition.
This makes the structure something that can be very gradually worked on which fits in perfectly with the desire to make this a brief stop along the way towards other goals, leaving behind a structure that allows our leaders to be touched up at any time....
...Now additionally, down the road, what I'd LIKE to do is deepen the way these l.(things work).
I've said as much with combinations several times before.)
We need not cater to common expectations for almost everyone, but plan to aim above exceeding everyone's silent hopes.
and give people the option to play it (or not) as they wish. Include the options, and they(the players) will be more likely to try(and explore/help expand upon) them. Leave those options out (and for most people/players) they will probably not even see/know that they exist(can exist).
To keep the alternate eras in is to keep alternate gameplay the way you want it as a major C2C theme. (It is great to have a streamlined and stripped down core, like Rocks2Rockets(C2C Lite), to satisfy minimalists, people with really older machines, and new people who want more of a simple AND/Vanilla Civ IV/K-Mod type experience, but to sacrifice the main idea of expanding vision and depth to achieve that is not a good idea.)
This way the alternate eras/timelines inspire people to fill them out and having ongoing discussions until they get developed. Basic ones like Dark Ages, Post-Apocalyptic, Cybertech/punk, and even Megalythic animals and Steampunk should be part of the core experience(as options). At least most people would agree that they might regularly want to play them as they wish. Some of these should be left off (as default), or for new players(maybe even have a beginning game option to set new player defaults vs. a max experience (all common suggested items) selectable game to see the limits of waht C2C can deliver right now!)
Keeps the spice and flavor in the main game for as long as possible. Also tells people that it will be part of the C2C experience and intended depth.
(More controversial and less popular/specific themed explorations can find life in the mod-mod section.)
Alternate Eras/Timelines are just as important as the Galactic Era for taking C2C to the next level (Even if it will take a long time to add ideas and work out details.)
That is why it should be an ongoing part of the main discussion, to draw ongoing ideas and discussion as it comes, not to leave them sparse until the development is focused.
In my opinion, once alternate Eras/Timelines/and Themes are made modular, then they could be spun off with healthy support and development. You have to have them in the main discussion to have people from the community help develop and discuss them for eventual inclusion(or options). This could also spawn a flurry of content creation, and keep mod-mods from being non-compatible spin-offs, but become plugins that could be combined for pretty much anyone's desired results(higher useability and desirability).
If you don't have ongoing idea collection and implementation discussion, then you won't have worked these things out enough when you need to focus on completing them. When areas are discussed (before development), they are a lot more fleshed out, and anticipated(even evolving). The development appears to be much faster, especially when everyone has been thinking about it and discussing it for a while.
Taking these things out of the main vision of core C2C could be detrimental to Caveman2Cosmos's popularity and new player awareness of how awesome C2C can become!