Here are some quotes from another thread, where someone requested some technology tweaking so they could start play in the ancient era with the technologies they wanted.
My 2 cents. I basically agree with both of you, but I don't think there is any way this mod can be all things to all people. Is a crappy option really an option? In the above example, I wonder how balanced the play would be with starting from the ancient era, and how an ancient era start would work with other options on, like the divine prophets or nomadic start. I'm guessing you mod developers would rather spend your modding time in other ways than truly making an ancient era start option fully inegrated with C2C.
I think you should take a look at all options, both current and proposed, to see if they really make sense as an option. For example, you shouldn't add the option of an alternate history unless you are willing to commit the time to make the game work smoothly and in balance either way, and be willing to spend the time to maintain the balance as you continue development. If it isn't really workable to have something as an option, just choose one way and go with it - yeah I know you will probably make Joseph and a few others mad . Alternatively you could have an option available but not support it for play balance on an ongoing basis.
Another issue I see is that some of the options really affect game balance because the AI currently doesn't know how to take advantage of them, like surround and conquer, and divine prophets. I think these either need to be flagged or removed until fixed.
In my opinion the main focus of the mod should be a set of with recommended/suported options, but some other options should be available to choose. A potential problem I see is if you guys have to spend a lot of time trying to balance/tweak/optimize seldom chosen options (like starting from a point other than prehistoric). There are two reasons for this. First, you are still adding a lot of content. If you try to make all the options are play balanced every time you add content, that will really bog content development down, and if you don't play balance the options you'll end up with a mess where it would be impossible to know if you are starting a somewhat balanced game or not. Secondly, there are already so many options that is basically impossible to make them all work really well, especially in combination with each other - so why try?
Here's what I would do.
1. Decide on a base game setup
2. Poll people and see what options they are using. I'm guessing that some of the options are almost never selected (usable mountains off) or most people don't really care about the option (when a city can work a three tile radius) and could be eliminated. Some of the others might be eliminated if you can get them working correctly for the AI (like no divine prophets).
3. For the remaining options decide on which options will be "supported". These would be the ones that you want to fully integrate into the mod. The others would be available, but not play balanced unless very easy for you to do.
4. In the advance startup options menu, have the popup state which options are not "supported" and which one's don't currently work for the AI.
Great mod! Thanks! Keep up the good work!
Well I have said this before, if you don't want to play a mod with a Prehistoric Era and a Galactic Era why the heck would you play a game called "Caveman 2 Cosmos"? Its in the name! Its like a vegetarian going to a steak house. What did you expect?
Options are a big deal in civilization.
Everybody is going to want to play C2C their own way.
I still think that having the option being able to play from a specific era, or stopping the progression at a certain era, will give people the ability to play as they wish.
My 2 cents. I basically agree with both of you, but I don't think there is any way this mod can be all things to all people. Is a crappy option really an option? In the above example, I wonder how balanced the play would be with starting from the ancient era, and how an ancient era start would work with other options on, like the divine prophets or nomadic start. I'm guessing you mod developers would rather spend your modding time in other ways than truly making an ancient era start option fully inegrated with C2C.
I think you should take a look at all options, both current and proposed, to see if they really make sense as an option. For example, you shouldn't add the option of an alternate history unless you are willing to commit the time to make the game work smoothly and in balance either way, and be willing to spend the time to maintain the balance as you continue development. If it isn't really workable to have something as an option, just choose one way and go with it - yeah I know you will probably make Joseph and a few others mad . Alternatively you could have an option available but not support it for play balance on an ongoing basis.
Another issue I see is that some of the options really affect game balance because the AI currently doesn't know how to take advantage of them, like surround and conquer, and divine prophets. I think these either need to be flagged or removed until fixed.
In my opinion the main focus of the mod should be a set of with recommended/suported options, but some other options should be available to choose. A potential problem I see is if you guys have to spend a lot of time trying to balance/tweak/optimize seldom chosen options (like starting from a point other than prehistoric). There are two reasons for this. First, you are still adding a lot of content. If you try to make all the options are play balanced every time you add content, that will really bog content development down, and if you don't play balance the options you'll end up with a mess where it would be impossible to know if you are starting a somewhat balanced game or not. Secondly, there are already so many options that is basically impossible to make them all work really well, especially in combination with each other - so why try?
Here's what I would do.
1. Decide on a base game setup
2. Poll people and see what options they are using. I'm guessing that some of the options are almost never selected (usable mountains off) or most people don't really care about the option (when a city can work a three tile radius) and could be eliminated. Some of the others might be eliminated if you can get them working correctly for the AI (like no divine prophets).
3. For the remaining options decide on which options will be "supported". These would be the ones that you want to fully integrate into the mod. The others would be available, but not play balanced unless very easy for you to do.
4. In the advance startup options menu, have the popup state which options are not "supported" and which one's don't currently work for the AI.
Great mod! Thanks! Keep up the good work!