Since running through all the XML for the leaders over and over to make sure the are matching up well enough with the normal method and making sure they are diverse enough I have been taking breaks here and there with a write up of nomad start concepts.
It is going to take a lot of discussion and thought before anything is done. I guess I was more on the train of thought of replacing the current structure than balancing the two options. I will putting up a full layout of my ideas here in the near future. I was going for more of a promotions on units opposed to buildings and I feel like that would be hard to balance. I also was liking the idea of switching up gameplay mechanics to add more diversity to gameplay as C2C is such a long and epic play through. I like the idea of a discovery approach to tech research. You wouldn't select techs they would get researched based on the way you are playing. It sounds weird without explaining in depth. I guess if I keep in mind balancing it with normal play while considering nomad options then it could work.
So tech discovery wouldn't be about purchasing the tech so much as it would be about qualifying for it and being awarded it via the event system? Could work but might be much harder to ensure a fair progression rate between civs. Or you'd have progress scales for each tech and various differing activities would earn more on those scales... but this method would make each tech require a bit of specialized programming.
I'd ask for more explanation on these ideas, in more depth, in the nomadic start thread so we don't bog down with the train of thought here.
@ls612: Alright, taking a look at this in greater detail than I have before:
1-3 are as it is now.
4. After map generation, each player would be iterated though a number of times equal to the suggest size option in the WorldSizeInfos (Classical), or until there isn’t any room left in your continent (Renaissance). In each iteration, a city would be placed at the best city spot near the start position, so starting in Classical would give 8-14 cities at game start, and Renaissance would give 20-30 cities at game start.
How does this differ from the Advanced Start mechanism that allows you to have a number of points to build an initial civilization with the default point setting established at the beginning of the game? Is this just a way to make things get setup in a more streamlined fashion? I suppose I don't like Advanced Start for just that reason, a lot of BS setup time. But then again, having my cities placed randomly wouldn't sit well either as I already tend to demolish enemies just so I can place cities in the newly invaded territories where I feel they make more sense to go. Maybe if we had something LIKE the Advanced Start but say give the player X number of cities, a starting spot, then click to plant and a limit to how far away from another city you can plant another... but then again that might not work either because it could conflict with the other players around you, possibly leading to setup situations where the last player in a region doesn't have enough room to place all his cities... I dunno. I suppose the more I think about it the more I can see the rationale behind the Advanced start mechanism as it is. (At least where cities are concerned.)
5. Each city would then be given population equal to ½ the total food yield in its fat cross (or equal to that in Renaissance).
I'd think you'd want to establish a core city 'birth date' then space out more 'birth dates' in the rest of the cities then base the size on a presumed amount of food collection into a calculation formed around the presumed age of the city.
6. Each city would be connected to the other cities with the best available road at the time (think like Via Appia).
7. All resources in city vicinities would be improved and connected to the road networks.
8. Each city would get one worker (two in renaissance) to improve the other tiles.
9. For Each City certain buildings would be built (probably based off of the start conditions in the XML, although other algorithms could be considered). I am unsure of what specifically this would be, that would be open to input.
10. Each City would get 2 Archer-types and 3 Town Watch types to defend with (or double that in Renaissance).
All just ways to streamline and enforce simpler rules to the Advanced Start really. These, I don't think are a bad idea but it'd take some careful thought how to enact this sort of start along with the city and territory capture system built into the Advanced Start option. Perhaps another option entirely that gives you a limited Advanced Start mechanism then streamlines the rest in the manner you've just expressed.
11. World Wonders would be randomly built in cities based off of their size.
12. National Wonders would do the same, excepting that they would be done for each player as opposed to globally.
This would be frustrating, as mentioned before, but what COULD be done is have all wonders equally divied out to players or put all wonders that would've been built up to this time into a pool and in turns the players pick one and place it into one of their cities until no further wonders remain. This would include both Team Projects and World Wonders.
Then national wonders could be placed one at a time (and potentially skipped if the player doesn't want it.)
This mechanism could be a follow up in a new Advanced Start style gameoption that bundles in with the concepts above.
Alternatively, just establish a lot more points into the defaults on the current Advanced Start method and establish some 'best practices' on how to set things up and post those best practices here on the site to help people get themselves set up faster. It's a bit like using the WB and can be a large and frustrating setup job if you aren't too familiar with it. But it does take all this into account, just not as simplified.