Following up on that discussion:
The general idea would be to put some options in invisible, giving an implicit message that those options are not maintained and may not work or imbalance the game. Also, it'd reduce the very long and hard to assess list of options at game start.
It'd still be possible to activate invisible options by editing the GameInfo file, but it'd up to the player to take the risk if he wants.
Here's the list of the game options (not including BUG options).
Let's start with already invisible options:
Type|bDefault
GAMEOPTION_MULTIPLE_PRODUCTION|1
GAMEOPTION_MULTIPLE_RESEARCH|1
GAMEOPTION_ASSIMILATION|1
GAMEOPTION_CASTLES|1
GAMEOPTION_ARCTIC_AND_PARKS|1
GAMEOPTION_METEOROLOGY|1
GAMEOPTION_CIVIC_BUILDINGS|1
GAMEOPTION_EARLY_BUILDINGS|1
GAMEOPTION_HISTORICAL_WONDERS|1
GAMEOPTION_ECOLOGICAL_ANIMALS|1
GAMEOPTION_ALWAYS_WAR|0
GAMEOPTION_ALWAYS_PEACE|0
GAMEOPTION_ONE_CITY_CHALLENGE|0
GAMEOPTION_NEW_RANDOM_SEED|0
GAMEOPTION_LOCK_MODS|0
GAMEOPTION_NO_GOODY_HUTS|0
GAMEOPTION_ELECTIONS|0
GAMEOPTION_NO_FUTURE|0
GAMEOPTION_GUILDS|0
GAMEOPTION_STRENGTH_IN_NUMBERS|0
GAMEOPTION_COMPLEX_TRAITS|0
GAMEOPTION_HEART_OF_WAR|0
GAMEOPTION_BATTLEWORN|0
GAMEOPTION_UPRANGE|0
GAMEOPTION_EQUIPMENT|0
GAMEOPTION_MAXIMUM_POPULATION|0
GAMEOPTION_ONGOING_TRAINING|0
Those are hidden so I guess the player that goes messing up here knows what he's doing. Still I'm wondering if some of those could be removed, like Castles, Arctic and parks, Meteorology, Early Buildings, Ecological animals... Who'd play without them? Though doing so would break saves...
OTOH "No Goody Huts" could come back visible (though still off by default), it doesn't really alters balance or difficulty, it just add some exploration gameplay early on, so it should be fine whether or not a player uses it.
Now for the big piece, visible options:
Type|bDefault
GAMEOPTION_NO_REVOLUTION|1
GAMEOPTION_NO_BARBARIAN_CIV|1
GAMEOPTION_MIN_CITY_BORDER|1
GAMEOPTION_MORE_RIVERS|1
GAMEOPTION_MORE_RESOURCES|1
GAMEOPTION_ADVANCED_START|0
GAMEOPTION_NO_CITY_RAZING|0
GAMEOPTION_NO_CITY_FLIPPING|0
GAMEOPTION_FLIPPING_AFTER_CONQUEST|0
GAMEOPTION_NO_BARBARIANS|0
GAMEOPTION_RAGING_BARBARIANS|0
GAMEOPTION_AGGRESSIVE_AI|0
GAMEOPTION_LEAD_ANY_CIV|0
GAMEOPTION_RANDOM_PERSONALITIES|0
GAMEOPTION_PICK_RELIGION|0
GAMEOPTION_NO_TECH_TRADING|0
GAMEOPTION_NO_TECH_BROKERING|0
GAMEOPTION_PERMANENT_ALLIANCES|0
GAMEOPTION_NO_CHANGING_WAR_PEACE|0
GAMEOPTION_COMPLETE_KILLS|0
GAMEOPTION_NO_VASSAL_STATES|0
GAMEOPTION_NO_EVENTS|0
GAMEOPTION_NO_ESPIONAGE|0
GAMEOPTION_BARBARIAN_WORLD|0
GAMEOPTION_LIMITED_RELIGIONS|0
GAMEOPTION_NO_INQUISITIONS|0
GAMEOPTION_NO_TECH_DIFFUSION|0
GAMEOPTION_START_AS_MINORS|0
GAMEOPTION_MOUNTAINS|0
GAMEOPTION_SAD|0
GAMEOPTION_ADVANCED_DIPLOMACY|0
GAMEOPTION_UNLIMITED_WONDERS|0
GAMEOPTION_BARBARIAN_GENERALS|0
GAMEOPTION_NO_ZOC|0
GAMEOPTION_CHALLENGE_CUT_LOSERS|0
GAMEOPTION_CHALLENGE_HIGH_TO_LOW|0
GAMEOPTION_CHALLENGE_INCREASING_DIFFICULTY|0
GAMEOPTION_RUTHLESS_AI|0
GAMEOPTION_GREAT_COMMANDERS|0
GAMEOPTION_CULTURALLY_LINKED_STARTS|0
GAMEOPTION_PERSONALIZED_MAP|0
GAMEOPTION_ADVANCED_ECONOMY|0
GAMEOPTION_REALISTIC_CULTURE_SPREAD|0
GAMEOPTION_LARGER_CITIES|0
GAMEOPTION_REALISTIC_CORPORATIONS|0
GAMEOPTION_RELIGION_DECAY|0
GAMEOPTION_BARBARIANS_ALWAYS_RAZE|0
GAMEOPTION_UNITED_NATIONS|0
GAMEOPTION_ADVANCED_ESPIONAGE|0
GAMEOPTION_MODERN_CORPORATIONS|0
GAMEOPTION_ADVANCED_NUKES|0
GAMEOPTION_DIVINE_PROPHETS|0
GAMEOPTION_NO_CITY_LIMITS|0
GAMEOPTION_NO_FIXED_BORDERS|0
GAMEOPTION_INFINITE_XP|0
GAMEOPTION_UNLIMITED_NATIONAL_UNITS|0
GAMEOPTION_NO_NEGATIVE_TRAITS|0
GAMEOPTION_PURE_TRAITS|0
GAMEOPTION_LEADERHEAD_LEVELUPS|0
GAMEOPTION_START_NO_POSITIVE_TRAITS|0
GAMEOPTION_NO_NUKES|0
GAMEOPTION_SCALE_CITY_LIMITS|0
GAMEOPTION_LS612_TRAITS|0
GAMEOPTION_RELIGIOUS_DISABLING|0
GAMEOPTION_UPSCALED_BUILDING_AND_UNIT_COSTS|0
GAMEOPTION_FIGHT_OR_FLIGHT|0
GAMEOPTION_SIZE_MATTERS|0
GAMEOPTION_XP_FROM_ASSIGNED_SPECIALISTS|0
GAMEOPTION_MORE_XP_TO_LEVEL|0
GAMEOPTION_NIGHTMARE_MODE|0
GAMEOPTION_SIZE_MATTERS_UNCUT|0
There are 71 options visible and to chose from... I really think this should be lowered, for easier maintenance, balancing, clarity and ease of use... Let's go one by one.
- GAMEOPTION_NO_REVOLUTION deactivates the Revolution component and is activated by default. Why is that? If it's broken (it seemed to work fine in my game, but maybe the AI has difficulties with it?), it should go invisible until it's fixed, otherwise it should be off by default, Revolution is a nice feature.
- GAMEOPTION_NO_BARBARIAN_CIV prevents barbarian from spawning civilizations and is activated by default. If that's because it doesn't work well, it should be put invisible...
- GAMEOPTION_MIN_CITY_BORDER prevents tiles around a city to be culture-converted. It's activated by default, which seems reasonable; I'd say this could go invisible to reduce maintenance (I don't think it has a deep enough impact on the game to be worth taking space in the main screen).
- GAMEOPTION_MORE_RIVERS and GAMEOPTION_MORE_RESOURCES create more rivers and resources and are activated by default. They do have a moderate impact on the gameplay
commerce:, fresh water, trade network, resource competition...), the question is, should they be put invisible to reduce maintenance (and assume the player uses them when balancing the game; if a player deactivates them, that's up to him). I'd say yes but not completely convinced.
- I believe GAMEOPTION_ADVANCED_START doesn't work at the moment, so it should be put invisible.
- GAMEOPTION_NO_CITY_RAZING forbids city razing. Some players might like it, it doesn't really alter the balance, so I'd say it's good as it is.
- GAMEOPTION_NO_CITY_FLIPPING forbids city culture flipping. Given how difficult it is to see it happening, I'm not sure why one would want to activate that, so I'd put it invisible.
- GAMEOPTION_FLIPPING_AFTER_CONQUEST gives a chance to a city to return to its previous owner. Never used it, so I don't know how it works in pratice.
- GAMEOPTION_NO_BARBARIANS removes a key element of the game as (IIRC) it'd also remove animals. This should be invisible to avoid confusing people into thinking it simply removes the wandering Neanderthalian.
- GAMEOPTION_RAGING_BARBARIANS spawns more barbarians. Problem is, it also spawns a lot more animals and makes the game actually easier in my experience. I'd say this one should also be invisible to avoid confusion on what it does.
- GAMEOPTION_AGGRESSIVE_AI makes the AI more agressive. Does it work correctly? If so, should remain visible, if not, invisible.
- GAMEOPTION_LEAD_ANY_CIV allows any combination of leader and civ, mainly for traits. Probably not very useful if traits are deactivated (see below), so should probably be off (for immersion) and invisible by default.
- GAMEOPTION_RANDOM_PERSONALITIES randomizes the AI's behavior. Seems fine like it is.
- GAMEOPTION_PICK_RELIGION allows players to pick any religion when founding one. Given how different the religions are, this might imbalance the game and lead to bad situations (if you select a non-missionary religion long before actually getting missionaries for example) so I'd suggest putting it invisible to only let players that know what doing selecting it.
- GAMEOPTION_NO_TECH_TRADING and GAMEOPTION_NO_TECH_BROKERING prevent or limit tech trading with/between AIs. Fine as it is.
- GAMEOPTION_PERMANENT_ALLIANCES allows the creation of permanent alliances. Not sure if anyone would like to play with it with AIs, but I guess it's at least useful in MP.
- GAMEOPTION_NO_CHANGING_WAR_PEACE enforces permanent war and peace. Not something you want in a C2C game, so should be invisible.
- GAMEOPTION_COMPLETE_KILLS requires to kill units in addition to invading cities to wipe out a civ. I'd actually activate it and put it invisible, I don't really see the harm in activating it (and deactivating it prevents a civ from reconquering a city with its remaining units...).
- GAMEOPTION_NO_VASSAL_STATES removes the possibility of vassal states. It removes an important feature of the game, so I'd put it invisible.
- GAMEOPTION_NO_EVENTS removes events. Fine as it is.
- GAMEOPTION_NO_ESPIONAGE removes espionage. I'd suggest putting it in invisible to reduce maintenance; I'm pretty sure noone is playing C2C with this on anyway.
- GAMEOPTION_BARBARIAN_WORLD creates 1 barbarian civ per player at game start. IIRC they tend to make things harder for AIs as well as allowing a second city before tribalism if you conquer one, so I'd recommend making it invisible (and off).
- GAMEOPTION_LIMITED_RELIGIONS prevents a player from founding a religion if he has already a holy city. Not sure the option is really useful (there's already GAMEOPTION_RELIGIOUS_DISABLING to prevent abuses) so it could probably be invisible.
- GAMEOPTION_NO_INQUISITIONS prevents purging non-state religions. Seems fine.
- GAMEOPTION_NO_TECH_DIFFUSION prevents tech diffusion to other less advanced civs. Some players don't like it, so it looks fine as it is.
- GAMEOPTION_START_AS_MINORS makes everyone start at war. IIRC the AIs behave badly with it, so should be invisible until fixed.
- GAMEOPTION_MOUNTAINS allows using mountains (under certain conditions). I don't really see why anyone wouldn't want that, so it should be on by default and invisible.
- GAMEOPTION_SAD activates surround and destroy. IIRC it creates some performance and AI issues, so it might be worth putting it invisible to let only aware people using it?
- GAMEOPTION_ADVANCED_DIPLOMACY adds new diplomatic options. If the AI manages it correctly, should be on by default, otherwise off and invisible.
- GAMEOPTION_UNLIMITED_WONDERS removes the wonder limit per city. Seems fine as it is (off and visible).
- GAMEOPTION_BARBARIAN_GENERALS allows barbarian to get generals. Seems fine as it is (off and visible).
- GAMEOPTION_NO_ZOC removes the zones of control mechanism. Even the tooltip advises to deactivate it, so it should be invisible.
- GAMEOPTION_CHALLENGE_CUT_LOSERS regularly kills the weakest civ until there are 5 left. I wouldn't play with that, but maybe other like it (and it might help with late-game performance with lots of starting civs), so it could remain visible.
- GAMEOPTION_CHALLENGE_HIGH_TO_LOW makes you switch to the lowest-score civ when you reach the highest score. Sounds really like an odd way of playing the game so I'd assume it's very rarely used and would put it invisible.
- GAMEOPTION_CHALLENGE_INCREASING_DIFFICULTY increases the game difficulty along the game. I don't really understand why one would want to play with that (if you want a more difficult game, just select a higher difficulty from the start?), so I'd say this could go invisible.
- GAMEOPTION_RUTHLESS_AI makes the AIs even more agressive than GAMEOPTION_AGGRESSIVE_AI. Does it work correctly? If so, should remain visible, if not, invisible. In any case, I'd recommend keeping at most one visible between GAMEOPTION_RUTHLESS_AI and GAMEOPTION_AGGRESSIVE_AI, no need to add a second difficulty "ladder" in addition to the normal difficulty setting.
- GAMEOPTION_GREAT_COMMANDERS gives new options to Great Generals. It adds new features that do not seem very controversial, why shouldn't it be on by default? If it doesn't work well, should be off and invisible.
- GAMEOPTION_CULTURALLY_LINKED_STARTS tries to put the distance between civs similar to the real world. Not sure why would anyone want this?
- GAMEOPTION_PERSONALIZED_MAP adds some landmark texts on the map. IIRC it doesn't work correctly, if so, it should be invisible.
- GAMEOPTION_ADVANCED_ECONOMY doesn't work well according to alberts2, so invisible.
- GAMEOPTION_REALISTIC_CULTURE_SPREAD makes territory expansion take into account the geography. It's actually quite nice, I'd put it on by default (though still visible for those who don't like it).
- GAMEOPTION_LARGER_CITIES allows working 3 tiles away as soon as they're inside the territory. Significantly alters game balance since this should only be possible with Metropolitan Administration; to make maintenance easier I'd put it invisible.
- GAMEOPTION_REALISTIC_CORPORATIONS change how corporations work. Don't know whether it should be on or off (never been up to that point in a game...), but should probably remain visible.
- GAMEOPTION_RELIGION_DECAY makes religions disappear from a city when there are too many. Seems fine as it is.
- GAMEOPTION_BARBARIANS_ALWAYS_RAZE makes barbarians always raze. Seems fine as it is.
- GAMEOPTION_UNITED_NATIONS allows UN and Apostolic Palace to be built even when Diplomatic victory is off (to allow resolutions). I'd recommend on by default and invisible.
- GAMEOPTION_ADVANCED_ESPIONAGE unlocks new espionage options. Like GAMEOPTION_ADVANCED_DIPLOMACY, if the AI manages it correctly, should be on by default, otherwise off and invisible.
- GAMEOPTION_MODERN_CORPORATIONS adds new resources to corporations. Again, never been up to that point in a game, so I don't really know if it should be on or off.
- GAMEOPTION_ADVANCED_NUKES unlocks new types of nukes. Same as before.
- GAMEOPTION_DIVINE_PROPHETS gives Great Prophet which are able to found a religion instead of founding a religion in a random city. Rather interesting, though it can be abused by keeping Great Prophets. Still, I'd put it on and visible by default.
- GAMEOPTION_NO_CITY_LIMITS removes hard-fixed number of cities limit from civics. I'm not even sure there are still any such limits in civics, and this should be managed through unhappiness and maintenance, so I'd put it invisible (and off).
- GAMEOPTION_NO_FIXED_BORDERS disables fixed borders. Not sure why would anyone want that since if you don't want fixed borders, you just have to chose civics that don't put fixed borders... Recommend off and invisible.
- GAMEOPTION_INFINITE_XP disables experience loss when upgrading a unit. Should probably remain off and visible as it is.
- GAMEOPTION_UNLIMITED_NATIONAL_UNITS removes the unit limit (not just on national units). This option significantly imbalances the game since it also allows infinite warlords, nobles, etc. so I'd put it off and invisible.
- GAMEOPTION_NO_NEGATIVE_TRAITS, GAMEOPTION_PURE_TRAITS, GAMEOPTION_LEADERHEAD_LEVELUPS, GAMEOPTION_START_NO_POSITIVE_TRAITS, GAMEOPTION_LS612_TRAITS change how traits work in game. In my understanding traits are not balanced at all now, so GAMEOPTION_NO_NEGATIVE_TRAITS and GAMEOPTION_START_NO_POSITIVE_TRAITS should be on to prevent traits altogether and all 4 invisible until fixed.
- GAMEOPTION_NO_NUKES disables nukes from the game. Good as it is.
- GAMEOPTION_SCALE_CITY_LIMITS changes city limits based on map size. Like GAMEOPTION_LARGER_CITIES, I'm guessing it significantly imbalances the game and will make it hard to balance the game properly with this option, so should be off and invisible.
- GAMEOPTION_RELIGIOUS_DISABLING prevents cumulative bonuses from having several religions and building several monasteries for example. The tooltip says it's in beta, but it seems to work fine; if it's indeed working, I'd put activate it by default and make it invisible to make balancing and maintenance easier (assuming that players don't use this kind of abuse), if it's not, then off and invisible by default.
- GAMEOPTION_UPSCALED_BUILDING_AND_UNIT_COSTS increases building and unit costs. Different game experience I guess; could probably be removed at some point if the buildings and unit costs are reviewed, but until then, the option should probably remain off and visible.
- GAMEOPTION_FIGHT_OR_FLIGHT and GAMEOPTION_SIZE_MATTERS both unlock new combat possibilities. I know many players don't like it, so it should remain visible even if it significantly alters the game balance. Not sure whether it should be on by default.
- GAMEOPTION_XP_FROM_ASSIGNED_SPECIALISTS gives xp to units from specialists in the city. Quite sure that's not balanced, so I'd turn it off and invisible.
- GAMEOPTION_MORE_XP_TO_LEVEL increase amount of xp needed to level up. Fine as it is.
- GAMEOPTION_NIGHTMARE_MODE increases the difficulty. I believe there are far too many difficulty levels that change too many things to properly manage game balance; even in Nightmare mode the lowest difficulty settings aren't that challenging, so I'd put it on and invisible.
- GAMEOPTION_SIZE_MATTERS_UNCUT cancels the strength and hp change from SizeMatters. I'm not sure why this isn't part of the base Size Matters component; anyway I think it should be invisible (whether on or off) to avoid confusion.
What would it look like with the above changes?
The following 31 options (about half as much as before) would remain visible, and could even be reordered in a more logical order so that similar options are together:
Type|Suggested Default
Difficulty
GAMEOPTION_NIGHTMARE_MODE|
GAMEOPTION_RUTHLESS_AI|
GAMEOPTION_RANDOM_PERSONALITIES|
GAMEOPTION_CHALLENGE_CUT_LOSERS|
GAMEOPTION_BARBARIANS_ALWAYS_RAZE|
GAMEOPTION_BARBARIAN_GENERALS|
Advanced options
GAMEOPTION_ADVANCED_DIPLOMACY|1
GAMEOPTION_ADVANCED_ESPIONAGE|1
Combat
GAMEOPTION_FIGHT_OR_FLIGHT|
GAMEOPTION_SIZE_MATTERS|
GAMEOPTION_GREAT_COMMANDERS|1
GAMEOPTION_INFINITE_XP|
GAMEOPTION_MORE_XP_TO_LEVEL|
GAMEOPTION_UPSCALED_BUILDING_AND_UNIT_COSTS|
GAMEOPTION_ADVANCED_NUKES|1
GAMEOPTION_NO_NUKES|
Corporations & religions
GAMEOPTION_MODERN_CORPORATIONS|
GAMEOPTION_REALISTIC_CORPORATIONS|
GAMEOPTION_DIVINE_PROPHETS|1
GAMEOPTION_RELIGION_DECAY|
GAMEOPTION_NO_INQUISITIONS|
Technology
GAMEOPTION_NO_TECH_TRADING|
GAMEOPTION_NO_TECH_BROKERING|
GAMEOPTION_NO_TECH_DIFFUSION|
Misc
GAMEOPTION_NO_EVENTS|
GAMEOPTION_NO_CITY_RAZING|
GAMEOPTION_NO_REVOLUTION|0
GAMEOPTION_REALISTIC_CULTURE_SPREAD|1
GAMEOPTION_FLIPPING_AFTER_CONQUEST|
GAMEOPTION_UNLIMITED_WONDERS|
GAMEOPTION_PERMANENT_ALLIANCES|
The main problem is that C2C is just too big.
The size and the times of rapid expansion in the past caused lots of hidden issues so it often happens that you end up trying to fix all kinds of stuff before you can start to do what you really had planed to do. Simple changes become a nightmare because you have to consider too manny other things with all the various settings, playstyles and so on..............
If you really want to test even smaller changes with all the different settings it would take weeks of fulltime testing. Nobody with a fulltime job plus overtime plus family and such things has the time to do that and if you try it it just sucks you dry.
Maybe it would be worth reducing a bit the number of game options (merging some, making some always active, etc.)? I think there are also a number of options that are currently considered broken or at the very least not maintained (advanced start, traits, etc.) that could be deactivated by default and set to invisible - up to anyone to work on them one day, but in the meantime they don't confuse modders and new players.
I would remove the Advanced Economy option completely and a few others maybe.
Some options are already hidden and on as default i would just make those non optional.
But there are also all the Bug-Options.
The general idea would be to put some options in invisible, giving an implicit message that those options are not maintained and may not work or imbalance the game. Also, it'd reduce the very long and hard to assess list of options at game start.
It'd still be possible to activate invisible options by editing the GameInfo file, but it'd up to the player to take the risk if he wants.
Here's the list of the game options (not including BUG options).
Let's start with already invisible options:
Spoiler :
GAMEOPTION_MULTIPLE_PRODUCTION|1
GAMEOPTION_MULTIPLE_RESEARCH|1
GAMEOPTION_ASSIMILATION|1
GAMEOPTION_CASTLES|1
GAMEOPTION_ARCTIC_AND_PARKS|1
GAMEOPTION_METEOROLOGY|1
GAMEOPTION_CIVIC_BUILDINGS|1
GAMEOPTION_EARLY_BUILDINGS|1
GAMEOPTION_HISTORICAL_WONDERS|1
GAMEOPTION_ECOLOGICAL_ANIMALS|1
GAMEOPTION_ALWAYS_WAR|0
GAMEOPTION_ALWAYS_PEACE|0
GAMEOPTION_ONE_CITY_CHALLENGE|0
GAMEOPTION_NEW_RANDOM_SEED|0
GAMEOPTION_LOCK_MODS|0
GAMEOPTION_NO_GOODY_HUTS|0
GAMEOPTION_ELECTIONS|0
GAMEOPTION_NO_FUTURE|0
GAMEOPTION_GUILDS|0
GAMEOPTION_STRENGTH_IN_NUMBERS|0
GAMEOPTION_COMPLEX_TRAITS|0
GAMEOPTION_HEART_OF_WAR|0
GAMEOPTION_BATTLEWORN|0
GAMEOPTION_UPRANGE|0
GAMEOPTION_EQUIPMENT|0
GAMEOPTION_MAXIMUM_POPULATION|0
GAMEOPTION_ONGOING_TRAINING|0
Those are hidden so I guess the player that goes messing up here knows what he's doing. Still I'm wondering if some of those could be removed, like Castles, Arctic and parks, Meteorology, Early Buildings, Ecological animals... Who'd play without them? Though doing so would break saves...
OTOH "No Goody Huts" could come back visible (though still off by default), it doesn't really alters balance or difficulty, it just add some exploration gameplay early on, so it should be fine whether or not a player uses it.
Now for the big piece, visible options:
Spoiler :
GAMEOPTION_NO_REVOLUTION|1
GAMEOPTION_NO_BARBARIAN_CIV|1
GAMEOPTION_MIN_CITY_BORDER|1
GAMEOPTION_MORE_RIVERS|1
GAMEOPTION_MORE_RESOURCES|1
GAMEOPTION_ADVANCED_START|0
GAMEOPTION_NO_CITY_RAZING|0
GAMEOPTION_NO_CITY_FLIPPING|0
GAMEOPTION_FLIPPING_AFTER_CONQUEST|0
GAMEOPTION_NO_BARBARIANS|0
GAMEOPTION_RAGING_BARBARIANS|0
GAMEOPTION_AGGRESSIVE_AI|0
GAMEOPTION_LEAD_ANY_CIV|0
GAMEOPTION_RANDOM_PERSONALITIES|0
GAMEOPTION_PICK_RELIGION|0
GAMEOPTION_NO_TECH_TRADING|0
GAMEOPTION_NO_TECH_BROKERING|0
GAMEOPTION_PERMANENT_ALLIANCES|0
GAMEOPTION_NO_CHANGING_WAR_PEACE|0
GAMEOPTION_COMPLETE_KILLS|0
GAMEOPTION_NO_VASSAL_STATES|0
GAMEOPTION_NO_EVENTS|0
GAMEOPTION_NO_ESPIONAGE|0
GAMEOPTION_BARBARIAN_WORLD|0
GAMEOPTION_LIMITED_RELIGIONS|0
GAMEOPTION_NO_INQUISITIONS|0
GAMEOPTION_NO_TECH_DIFFUSION|0
GAMEOPTION_START_AS_MINORS|0
GAMEOPTION_MOUNTAINS|0
GAMEOPTION_SAD|0
GAMEOPTION_ADVANCED_DIPLOMACY|0
GAMEOPTION_UNLIMITED_WONDERS|0
GAMEOPTION_BARBARIAN_GENERALS|0
GAMEOPTION_NO_ZOC|0
GAMEOPTION_CHALLENGE_CUT_LOSERS|0
GAMEOPTION_CHALLENGE_HIGH_TO_LOW|0
GAMEOPTION_CHALLENGE_INCREASING_DIFFICULTY|0
GAMEOPTION_RUTHLESS_AI|0
GAMEOPTION_GREAT_COMMANDERS|0
GAMEOPTION_CULTURALLY_LINKED_STARTS|0
GAMEOPTION_PERSONALIZED_MAP|0
GAMEOPTION_ADVANCED_ECONOMY|0
GAMEOPTION_REALISTIC_CULTURE_SPREAD|0
GAMEOPTION_LARGER_CITIES|0
GAMEOPTION_REALISTIC_CORPORATIONS|0
GAMEOPTION_RELIGION_DECAY|0
GAMEOPTION_BARBARIANS_ALWAYS_RAZE|0
GAMEOPTION_UNITED_NATIONS|0
GAMEOPTION_ADVANCED_ESPIONAGE|0
GAMEOPTION_MODERN_CORPORATIONS|0
GAMEOPTION_ADVANCED_NUKES|0
GAMEOPTION_DIVINE_PROPHETS|0
GAMEOPTION_NO_CITY_LIMITS|0
GAMEOPTION_NO_FIXED_BORDERS|0
GAMEOPTION_INFINITE_XP|0
GAMEOPTION_UNLIMITED_NATIONAL_UNITS|0
GAMEOPTION_NO_NEGATIVE_TRAITS|0
GAMEOPTION_PURE_TRAITS|0
GAMEOPTION_LEADERHEAD_LEVELUPS|0
GAMEOPTION_START_NO_POSITIVE_TRAITS|0
GAMEOPTION_NO_NUKES|0
GAMEOPTION_SCALE_CITY_LIMITS|0
GAMEOPTION_LS612_TRAITS|0
GAMEOPTION_RELIGIOUS_DISABLING|0
GAMEOPTION_UPSCALED_BUILDING_AND_UNIT_COSTS|0
GAMEOPTION_FIGHT_OR_FLIGHT|0
GAMEOPTION_SIZE_MATTERS|0
GAMEOPTION_XP_FROM_ASSIGNED_SPECIALISTS|0
GAMEOPTION_MORE_XP_TO_LEVEL|0
GAMEOPTION_NIGHTMARE_MODE|0
GAMEOPTION_SIZE_MATTERS_UNCUT|0
There are 71 options visible and to chose from... I really think this should be lowered, for easier maintenance, balancing, clarity and ease of use... Let's go one by one.
- GAMEOPTION_NO_REVOLUTION deactivates the Revolution component and is activated by default. Why is that? If it's broken (it seemed to work fine in my game, but maybe the AI has difficulties with it?), it should go invisible until it's fixed, otherwise it should be off by default, Revolution is a nice feature.
- GAMEOPTION_NO_BARBARIAN_CIV prevents barbarian from spawning civilizations and is activated by default. If that's because it doesn't work well, it should be put invisible...
- GAMEOPTION_MIN_CITY_BORDER prevents tiles around a city to be culture-converted. It's activated by default, which seems reasonable; I'd say this could go invisible to reduce maintenance (I don't think it has a deep enough impact on the game to be worth taking space in the main screen).
- GAMEOPTION_MORE_RIVERS and GAMEOPTION_MORE_RESOURCES create more rivers and resources and are activated by default. They do have a moderate impact on the gameplay

- I believe GAMEOPTION_ADVANCED_START doesn't work at the moment, so it should be put invisible.
- GAMEOPTION_NO_CITY_RAZING forbids city razing. Some players might like it, it doesn't really alter the balance, so I'd say it's good as it is.
- GAMEOPTION_NO_CITY_FLIPPING forbids city culture flipping. Given how difficult it is to see it happening, I'm not sure why one would want to activate that, so I'd put it invisible.
- GAMEOPTION_FLIPPING_AFTER_CONQUEST gives a chance to a city to return to its previous owner. Never used it, so I don't know how it works in pratice.
- GAMEOPTION_NO_BARBARIANS removes a key element of the game as (IIRC) it'd also remove animals. This should be invisible to avoid confusing people into thinking it simply removes the wandering Neanderthalian.
- GAMEOPTION_RAGING_BARBARIANS spawns more barbarians. Problem is, it also spawns a lot more animals and makes the game actually easier in my experience. I'd say this one should also be invisible to avoid confusion on what it does.
- GAMEOPTION_AGGRESSIVE_AI makes the AI more agressive. Does it work correctly? If so, should remain visible, if not, invisible.
- GAMEOPTION_LEAD_ANY_CIV allows any combination of leader and civ, mainly for traits. Probably not very useful if traits are deactivated (see below), so should probably be off (for immersion) and invisible by default.
- GAMEOPTION_RANDOM_PERSONALITIES randomizes the AI's behavior. Seems fine like it is.
- GAMEOPTION_PICK_RELIGION allows players to pick any religion when founding one. Given how different the religions are, this might imbalance the game and lead to bad situations (if you select a non-missionary religion long before actually getting missionaries for example) so I'd suggest putting it invisible to only let players that know what doing selecting it.
- GAMEOPTION_NO_TECH_TRADING and GAMEOPTION_NO_TECH_BROKERING prevent or limit tech trading with/between AIs. Fine as it is.
- GAMEOPTION_PERMANENT_ALLIANCES allows the creation of permanent alliances. Not sure if anyone would like to play with it with AIs, but I guess it's at least useful in MP.
- GAMEOPTION_NO_CHANGING_WAR_PEACE enforces permanent war and peace. Not something you want in a C2C game, so should be invisible.
- GAMEOPTION_COMPLETE_KILLS requires to kill units in addition to invading cities to wipe out a civ. I'd actually activate it and put it invisible, I don't really see the harm in activating it (and deactivating it prevents a civ from reconquering a city with its remaining units...).
- GAMEOPTION_NO_VASSAL_STATES removes the possibility of vassal states. It removes an important feature of the game, so I'd put it invisible.
- GAMEOPTION_NO_EVENTS removes events. Fine as it is.
- GAMEOPTION_NO_ESPIONAGE removes espionage. I'd suggest putting it in invisible to reduce maintenance; I'm pretty sure noone is playing C2C with this on anyway.
- GAMEOPTION_BARBARIAN_WORLD creates 1 barbarian civ per player at game start. IIRC they tend to make things harder for AIs as well as allowing a second city before tribalism if you conquer one, so I'd recommend making it invisible (and off).
- GAMEOPTION_LIMITED_RELIGIONS prevents a player from founding a religion if he has already a holy city. Not sure the option is really useful (there's already GAMEOPTION_RELIGIOUS_DISABLING to prevent abuses) so it could probably be invisible.
- GAMEOPTION_NO_INQUISITIONS prevents purging non-state religions. Seems fine.
- GAMEOPTION_NO_TECH_DIFFUSION prevents tech diffusion to other less advanced civs. Some players don't like it, so it looks fine as it is.
- GAMEOPTION_START_AS_MINORS makes everyone start at war. IIRC the AIs behave badly with it, so should be invisible until fixed.
- GAMEOPTION_MOUNTAINS allows using mountains (under certain conditions). I don't really see why anyone wouldn't want that, so it should be on by default and invisible.
- GAMEOPTION_SAD activates surround and destroy. IIRC it creates some performance and AI issues, so it might be worth putting it invisible to let only aware people using it?
- GAMEOPTION_ADVANCED_DIPLOMACY adds new diplomatic options. If the AI manages it correctly, should be on by default, otherwise off and invisible.
- GAMEOPTION_UNLIMITED_WONDERS removes the wonder limit per city. Seems fine as it is (off and visible).
- GAMEOPTION_BARBARIAN_GENERALS allows barbarian to get generals. Seems fine as it is (off and visible).
- GAMEOPTION_NO_ZOC removes the zones of control mechanism. Even the tooltip advises to deactivate it, so it should be invisible.
- GAMEOPTION_CHALLENGE_CUT_LOSERS regularly kills the weakest civ until there are 5 left. I wouldn't play with that, but maybe other like it (and it might help with late-game performance with lots of starting civs), so it could remain visible.
- GAMEOPTION_CHALLENGE_HIGH_TO_LOW makes you switch to the lowest-score civ when you reach the highest score. Sounds really like an odd way of playing the game so I'd assume it's very rarely used and would put it invisible.
- GAMEOPTION_CHALLENGE_INCREASING_DIFFICULTY increases the game difficulty along the game. I don't really understand why one would want to play with that (if you want a more difficult game, just select a higher difficulty from the start?), so I'd say this could go invisible.
- GAMEOPTION_RUTHLESS_AI makes the AIs even more agressive than GAMEOPTION_AGGRESSIVE_AI. Does it work correctly? If so, should remain visible, if not, invisible. In any case, I'd recommend keeping at most one visible between GAMEOPTION_RUTHLESS_AI and GAMEOPTION_AGGRESSIVE_AI, no need to add a second difficulty "ladder" in addition to the normal difficulty setting.
- GAMEOPTION_GREAT_COMMANDERS gives new options to Great Generals. It adds new features that do not seem very controversial, why shouldn't it be on by default? If it doesn't work well, should be off and invisible.
- GAMEOPTION_CULTURALLY_LINKED_STARTS tries to put the distance between civs similar to the real world. Not sure why would anyone want this?
- GAMEOPTION_PERSONALIZED_MAP adds some landmark texts on the map. IIRC it doesn't work correctly, if so, it should be invisible.
- GAMEOPTION_ADVANCED_ECONOMY doesn't work well according to alberts2, so invisible.
- GAMEOPTION_REALISTIC_CULTURE_SPREAD makes territory expansion take into account the geography. It's actually quite nice, I'd put it on by default (though still visible for those who don't like it).
- GAMEOPTION_LARGER_CITIES allows working 3 tiles away as soon as they're inside the territory. Significantly alters game balance since this should only be possible with Metropolitan Administration; to make maintenance easier I'd put it invisible.
- GAMEOPTION_REALISTIC_CORPORATIONS change how corporations work. Don't know whether it should be on or off (never been up to that point in a game...), but should probably remain visible.
- GAMEOPTION_RELIGION_DECAY makes religions disappear from a city when there are too many. Seems fine as it is.
- GAMEOPTION_BARBARIANS_ALWAYS_RAZE makes barbarians always raze. Seems fine as it is.
- GAMEOPTION_UNITED_NATIONS allows UN and Apostolic Palace to be built even when Diplomatic victory is off (to allow resolutions). I'd recommend on by default and invisible.
- GAMEOPTION_ADVANCED_ESPIONAGE unlocks new espionage options. Like GAMEOPTION_ADVANCED_DIPLOMACY, if the AI manages it correctly, should be on by default, otherwise off and invisible.
- GAMEOPTION_MODERN_CORPORATIONS adds new resources to corporations. Again, never been up to that point in a game, so I don't really know if it should be on or off.
- GAMEOPTION_ADVANCED_NUKES unlocks new types of nukes. Same as before.
- GAMEOPTION_DIVINE_PROPHETS gives Great Prophet which are able to found a religion instead of founding a religion in a random city. Rather interesting, though it can be abused by keeping Great Prophets. Still, I'd put it on and visible by default.
- GAMEOPTION_NO_CITY_LIMITS removes hard-fixed number of cities limit from civics. I'm not even sure there are still any such limits in civics, and this should be managed through unhappiness and maintenance, so I'd put it invisible (and off).
- GAMEOPTION_NO_FIXED_BORDERS disables fixed borders. Not sure why would anyone want that since if you don't want fixed borders, you just have to chose civics that don't put fixed borders... Recommend off and invisible.
- GAMEOPTION_INFINITE_XP disables experience loss when upgrading a unit. Should probably remain off and visible as it is.
- GAMEOPTION_UNLIMITED_NATIONAL_UNITS removes the unit limit (not just on national units). This option significantly imbalances the game since it also allows infinite warlords, nobles, etc. so I'd put it off and invisible.
- GAMEOPTION_NO_NEGATIVE_TRAITS, GAMEOPTION_PURE_TRAITS, GAMEOPTION_LEADERHEAD_LEVELUPS, GAMEOPTION_START_NO_POSITIVE_TRAITS, GAMEOPTION_LS612_TRAITS change how traits work in game. In my understanding traits are not balanced at all now, so GAMEOPTION_NO_NEGATIVE_TRAITS and GAMEOPTION_START_NO_POSITIVE_TRAITS should be on to prevent traits altogether and all 4 invisible until fixed.
- GAMEOPTION_NO_NUKES disables nukes from the game. Good as it is.
- GAMEOPTION_SCALE_CITY_LIMITS changes city limits based on map size. Like GAMEOPTION_LARGER_CITIES, I'm guessing it significantly imbalances the game and will make it hard to balance the game properly with this option, so should be off and invisible.
- GAMEOPTION_RELIGIOUS_DISABLING prevents cumulative bonuses from having several religions and building several monasteries for example. The tooltip says it's in beta, but it seems to work fine; if it's indeed working, I'd put activate it by default and make it invisible to make balancing and maintenance easier (assuming that players don't use this kind of abuse), if it's not, then off and invisible by default.
- GAMEOPTION_UPSCALED_BUILDING_AND_UNIT_COSTS increases building and unit costs. Different game experience I guess; could probably be removed at some point if the buildings and unit costs are reviewed, but until then, the option should probably remain off and visible.
- GAMEOPTION_FIGHT_OR_FLIGHT and GAMEOPTION_SIZE_MATTERS both unlock new combat possibilities. I know many players don't like it, so it should remain visible even if it significantly alters the game balance. Not sure whether it should be on by default.
- GAMEOPTION_XP_FROM_ASSIGNED_SPECIALISTS gives xp to units from specialists in the city. Quite sure that's not balanced, so I'd turn it off and invisible.
- GAMEOPTION_MORE_XP_TO_LEVEL increase amount of xp needed to level up. Fine as it is.
- GAMEOPTION_NIGHTMARE_MODE increases the difficulty. I believe there are far too many difficulty levels that change too many things to properly manage game balance; even in Nightmare mode the lowest difficulty settings aren't that challenging, so I'd put it on and invisible.
- GAMEOPTION_SIZE_MATTERS_UNCUT cancels the strength and hp change from SizeMatters. I'm not sure why this isn't part of the base Size Matters component; anyway I think it should be invisible (whether on or off) to avoid confusion.
What would it look like with the above changes?
The following 31 options (about half as much as before) would remain visible, and could even be reordered in a more logical order so that similar options are together:
Spoiler :
Difficulty
GAMEOPTION_NIGHTMARE_MODE|
GAMEOPTION_RUTHLESS_AI|
GAMEOPTION_RANDOM_PERSONALITIES|
GAMEOPTION_CHALLENGE_CUT_LOSERS|
GAMEOPTION_BARBARIANS_ALWAYS_RAZE|
GAMEOPTION_BARBARIAN_GENERALS|
Advanced options
GAMEOPTION_ADVANCED_DIPLOMACY|1
GAMEOPTION_ADVANCED_ESPIONAGE|1
Combat
GAMEOPTION_FIGHT_OR_FLIGHT|
GAMEOPTION_SIZE_MATTERS|
GAMEOPTION_GREAT_COMMANDERS|1
GAMEOPTION_INFINITE_XP|
GAMEOPTION_MORE_XP_TO_LEVEL|
GAMEOPTION_UPSCALED_BUILDING_AND_UNIT_COSTS|
GAMEOPTION_ADVANCED_NUKES|1
GAMEOPTION_NO_NUKES|
Corporations & religions
GAMEOPTION_MODERN_CORPORATIONS|
GAMEOPTION_REALISTIC_CORPORATIONS|
GAMEOPTION_DIVINE_PROPHETS|1
GAMEOPTION_RELIGION_DECAY|
GAMEOPTION_NO_INQUISITIONS|
Technology
GAMEOPTION_NO_TECH_TRADING|
GAMEOPTION_NO_TECH_BROKERING|
GAMEOPTION_NO_TECH_DIFFUSION|
Misc
GAMEOPTION_NO_EVENTS|
GAMEOPTION_NO_CITY_RAZING|
GAMEOPTION_NO_REVOLUTION|0
GAMEOPTION_REALISTIC_CULTURE_SPREAD|1
GAMEOPTION_FLIPPING_AFTER_CONQUEST|
GAMEOPTION_UNLIMITED_WONDERS|
GAMEOPTION_PERMANENT_ALLIANCES|