Wingednosering
Prince
It's no secret that the late game in 4X titles tends to be less interesting than the beginning. In Civ, this is especially apparent. I see this as two overlapping problems.
1) Each turn that goes by makes your actions matter less because they have less time to make an impact
2) There's usually a clear runaway (either player or AI) that can't possibly be caught.
FXS solution seems to be to just make the late game more interesting with minigames (like art theming) that unlock later in the game, once exploration has mostly concluded. Artifacts in particular are interesting, because they reintroduce exploration elements after the map has been fully explored.
I'm curious to see what the proposed solutions are. I am a professional game dev, but not a designer, so this is a bit out of my wheelhouse, but I'll propose some options below to get the ball rolling.
For science/culture, I think it's pretty easy to level the playing field. Spies should be better at evening the odds with tech stealing, tech trading should return and trade routes should steal beakers towards techs the other civ has that you don't. Additionally, eurekas (which are a great system) should be able to trigger from both external and internal sources. Why don't I get a eureka towards horseback riding when I see an enemy horseman?
For production, the ideal scenario would be that if you settled a city on turn 250, all the ancient and classical stuff would be built in a flash. Things your people have experience creating already just shouldn't take as long to produce. Possible ways to do that would include:
1) After a building or unit has been built/trained once, lower its production cost.
2) Scale production HARD throughout the game. Possibly closer to an exponential increase throughout ages. This could be a % increase per turn or per era. It could tie into techs or civics or anything else really.
Post your ideas here! I'm interested what other people have thought up.
1) Each turn that goes by makes your actions matter less because they have less time to make an impact
2) There's usually a clear runaway (either player or AI) that can't possibly be caught.
FXS solution seems to be to just make the late game more interesting with minigames (like art theming) that unlock later in the game, once exploration has mostly concluded. Artifacts in particular are interesting, because they reintroduce exploration elements after the map has been fully explored.
I'm curious to see what the proposed solutions are. I am a professional game dev, but not a designer, so this is a bit out of my wheelhouse, but I'll propose some options below to get the ball rolling.
For science/culture, I think it's pretty easy to level the playing field. Spies should be better at evening the odds with tech stealing, tech trading should return and trade routes should steal beakers towards techs the other civ has that you don't. Additionally, eurekas (which are a great system) should be able to trigger from both external and internal sources. Why don't I get a eureka towards horseback riding when I see an enemy horseman?
For production, the ideal scenario would be that if you settled a city on turn 250, all the ancient and classical stuff would be built in a flash. Things your people have experience creating already just shouldn't take as long to produce. Possible ways to do that would include:
1) After a building or unit has been built/trained once, lower its production cost.
2) Scale production HARD throughout the game. Possibly closer to an exponential increase throughout ages. This could be a % increase per turn or per era. It could tie into techs or civics or anything else really.
Post your ideas here! I'm interested what other people have thought up.