JosEPh_II
TBS WarLord
Here is a rough timeline of an ideal C2C game where its challenging throughout the game. Note that all games can deviate from this in their own way. However this timeline is made to help us tweak the game so to bring some challenge even in late game.
Note the important game setting for this are;
- Perfect World 2f - So you can have an old world and a new world plus realistic map generation.
Any map should be able to be used. And any size. I use various types and generally Huge or Giant with no more than 12 AI. Note I do not use Earth type maps. Nor should they be proclaimed as "necessary" for a balanced and challenging game. That's fine for a scenario but not for balance or challenge.
As for timeline that's just the flow of any game no matter the set up for this mod. Most of these you will encounter as it is the very structuring of the tech tree that dictates most of it, with noted exceptions.
Like SO posted you have to try combinations. The screen shots are the options I selected for my current game. (They are not all shown as you can only post 3 screenies at a time. If you know how to post more please tell me.)
Of course you will notice that I did not select or turn On the following: REV, City Limits, FB, Realistic Cultures (they are broken as DH has reported), Vassals, Inquisitions, Limited Religion, Unlimited XP, Start as Minor, or Barb Civ. I do use but not this time Barb World the Option that places 1 barb city for every AI put into the game. That option ensure the presence of Barbs in the early game. But it can be used by player and AI as a means of "getting ahead" of the competition by capturing one (or more) early before tribalism.
I know this isn't exactly what you wanted Hydro. But I just couldn't figure out how to make it "copy" your example.
- Minor Civ - So you start out at war with all other civs and have to work up to peace.
- Revolutions On - So its harder to keep larger empires.
- Usable Mountains - So they can be barriers in the beginning of the game and not later.
- Terrain Damage - So Polar and Arid terrain types can block movement through damage.
Again none of these are required for a balanced and challenging game.
All this is already in place. And can not really be changed without serious xml work so is therefore irrelevant. With One exception, 1st time contact. Other than that the AI does not contact you. You Can contact them but for what good reason?Now for the Era breakdown ...
Early Prehistoric
- One City with Slow Growth
- Cannot Found other Cities
- Animals and Neanderthals are Dangerous
- Hard to Keep a City Healthy and/or Happy
- Cannot Conduct Diplomacy
You can not get more than than 6 cities 99% of the time anyway even w/o artificial limits during this timeframe (City Limits). Believe me I try real hard to do so.Late Prehistoric
- Limit of 3 to 6 Cities
- Land Grabs
- Thieves and Rogues
- Still Cannot Conduct Diplomacy
- Risk of Revolution from Over Expansion
- Barbarians Cities
- Possible Grab for a Religion
- First Sea Exploration and/or Expansion
- Key Resources of Horse / Camels / Elephants
Rev is not needed to curtail "over expansion". I repeat there is no real over expansion in this time frame. Mod just does not allow it with current food and build restrictions that have been built in. The rest happens anyway.
Ancient
- Limit of 6 to 10 cities
- Still Land Grabs (depends upon map size)
- Can finally conduct Diplomacy
- Boost from Farming
- Still Thieves and Rogues
- Still Barbs unless all land has been Grabbed
- Risk of Revolution from Over Expansion
- Grab for a Religion
- Possible Sea Warfare
- Fight Disease and Plagues
- Key Resource of Copper
By the time you start Ancient Era you may have your 4th city and if real lucky the 5th City. So again getting past 10 takes extreme effort, not impossible but extreme effort.
All the rest is again irrelevant to a challenging an balanced game. Yes, you're trying for a religion and trying to have copper and/or obsidian before this era is over.
Classical
- Limit of 12 to Unlimited cities
- Late Grab for a Religion
- Possible Religious Wars
- Still Rogue Type Units.
- Possible Wars Over Land
- Possible Sea Warfare
- Fight Disease and Plagues
- Key Resource of Iron
By this time major borders "can be" forming and keeping vigilant border watch for rogue type units necessary. Again this list is not necessary for a balanced and challenging game. Keeping the AI competitive IS necessary. Using the OP's proposed must have settings go against this.
1st point:Only relevant to PF2 or earth type map. Non factor for all other maps as you may still be exploring, especially with maps that require naval tech to expand. That Is more challenging. And is better balanced in that the AI may have been isolated for the early Eras and has had no outside pressure to go all "warlike" and has actually built a good empire and has kept up with research and religion founding.Medieval
- Wars Over Land since you cannot leave the Old world yet.
- Still Rogue Type Units.
- Possible Sea Warfare
- Fight Disease and Plagues
Rest is what you would have any way.
1st point:Renaissance
- Can finally leave the Old World and explore the New World
- Land Grab for New World
- Risk of Revolution from New World Colonies
- Still Rogue Type Units.
- New Barbarian and/or New Civs
- Ocean Sea Animals (ex. Giant Squids)
- Can Pass Over Mountains
- First Air Units
- Key Resource of Sulphur
Only relevant to earth type map again.
3rd: Only relevant for using REV
And neither is necessary for a balanced and challenging game. And yes this Is repetitive. Game balance and Challenge just does not hinge on REV and City Limits nor Start as Minors.
What does hinge on balance and challenge is giving the AI a chance at developing into a healthy and viable Empire. None of those settings/options are conducive to getting a healthy competitive AI from my experience.
Industrial
- Race for Electricity and Significant Production Boost
- Still Rogue Type Units.
- Possible Still land Grabbing New World areas.
- Risk of Revolution from New World Colonies
- Threat of uncontrollable Air and Water Pollution
- Key Resource of Coal
Modern
- Threat of Nuclear War
- Threat of Air and Water Pollution
- Threat of Global Warming
- First Space and Lunar Exploration
- Key Resources of Oil and Uranium
Trans-Human
- Threat of Air and Water Pollution
- Threat of Global Warming
- Can Finally leave the Planet
- Land Grab of Lunar Terrain
- Risk of Revolution from Off-world Colonies
Early Galactic
- Can Terraform and reverse Global Warming and Pollution
- Land Grab for Asteroid Mining
- Land Grab for Mars Terrain
- Risk of Revolution from Off-world Colonies
Late Galactic
- Can Finally Leave the Solar System
- Land Grab for Galactic Territory
- Risk of Revolution from Off-world Colonies
- End Game Alien Invasion
- Can Travel through Wormholes and Foldspace
- Race for Final Achievements such as Ascension Gates and Trans-Dimensional Ships
So as you can see at any point you could become a powerhouse and steamroll other civs. The post at risk seems to be the Medieval era since there is not always a place to expand to. Hopefully things like the disease system can balance things out in this era and cause larger cities to get plagues and stuff to put the breaks on their steamroller so other civs can catch up and still be around for later eras.
Note if you do manage to take over all the old world then there is at least the new world. However I think to make the game have longevity the over seas colonies will need to be harder to maintain. Be it maintenance and/or revolutions. Same goes for the later expansions to the Moon, Mars and beyond.
Fine advice for this particular scenario.
Please give your feedback on how to keep the game challenging throughout the course of the game.
1.Stop handcuffing the AI with needless restrictions.
2.Stop recommending that the mod can only be played "this" way. Right there you unbalance the Mod from the start.
3.Do not overcrowd the map you are playing.
4.If you want the game to reach later eras you Must curb your war like tendencies and be a diplomat. Don't worry the AI will bring War to you. You'll get to fight. But trying to Not steamroll the AI will get you to the later eras and it Will be a great challenge just to do that. But not necessarily as "exciting" or "fast paced" as many players need or want.
5. You will never balance the Mod for the player that is looking for and uses every "edge" they can find. We have no AI that can compete with that type player. A player that is willing to handicap himself will have a more challenging game and can find balance for himself.
I thought hard about this and seriously I feel this is not a template to use for balance and challenge. But it would make a Good Scenario. And as such you would get many players to use it. But you will not get what you propose you will from it. Unless you Force everyone to play exactly this way. And That would be bad.
JosEPh