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2. Is there a rubber band mechanic that we could apply as a game option?
3. Is this an area we could base events on, to give winning players the choice to accept an in game challenge?
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Kael, I am very, very pleased to see you seem to be approaching this as an option, a choice. I implore you whatever design decission you make, please keep it that way, as a choice or option.
In all the games i've played i have never, ever seen a rubber banding mechanic that did anything more than aggrevate, unless it was to absolutely ruin the game.
also i would like to point out that a number of points above your enemy, doesn't neccessarily mean you are significantly stronger. you can accrue a high score in a variety of ways that don't denote a real advantage. controlling worthless territory, or strategicly worthless wonders. etc.
I have played many vanilla games,(bare in mind, i'm not that good) where i have had a significant point total over my rivals and yet were they to turn on me i'd likely be toast.
It might for some of you denote a huge advantage, but bare in mind you are also likely better at the game than many of us, going for only the most strategicly valueable options and thereby not inflating your score with useless points, like i often do.
if such a point gap trigger were used, i suggest you might want to make it relative to the difficulty level, perhaps depending on what it actually triggers.