edited. original comment wasn't useful.
I was chatting on the explorminate forum, and one of the things that came up, from Mezmorki, was the concept of time as a resource.
Specifically, how most 4x games allow you to pick x and then y and then z, so the challenge there is which is better first.
Games would be better, form a strategy game perceptive, if time as a resource were better modelled, or more specifically (because a turn counts as a time resource) what if the choice wasn't x, then y, then z, but
X OR y OR Z, and you might never get the chance to get the other choice again.
It requires considerable more thought and design chops to get right, but imho it's a worthy goal.
AoW3 comes close to this because there are more things you want to do than you can realistically do, most of the time. On larger maps, against AI, it breaks down a bit, but in multiplayer, it excels.
This also ties into maintaining tension.
I think for a game to be interesting, the choices need to be interesting (in research, for example, not just unlocking +105 power) and restricted (something we don't get much of. I mean things like if I choose flak armour, i can't get electric armour, or at least not for a long time) and require commitment (here i am thinking specifically of things like deploying your army to zone x. Game loses tension when you can deploy many armies, to all zones. Endless Space 2 has a mechanic, quite annoying sometimes, where your fleets can't just change direction on a dime. They have to carry on into another system, and then turn around. It feels a bit artificial (starlanes apparently) but it does make you think carefully about committing your fleet to movement..)
I'll post more later when I can think of more concrete ways to put this in an Aow game.
edit:
I think, in larger games, which are where the end game slog becomes more apparent, there is the issue of having lots of resources, making decisions feel less relevant.
I don't just mean more gold and mana, I also mean more production and more armies.
To illustrate what I mean, having arcane study show up in your research book before turn 10 on a medium map makes it much more valuable than on a super large map, turn 30.
Basically, relative value of resources and abilities varies heavily depending on map size.
Is there a way to scale the mechanics so it's not so swingy?
Or, do we effectively try and design 2 different games, with subsidiary mechanics that kick in on larger maps, longer games?
One way to do the latter, which has been done in other games, is resources required for upgrades and new units, being unlocked by research, later in the game.
There is danger of obsoleting earlier technology and units, but done well, it could serve to keep the mid and late game more tense and interesting (I think mods here will help lower tier units maintain utility, especially as i believe cosmite is used for higher tier mods. So in theory, your basic vanguard marine with 3 cosmite mods could be quite the dealer of death)
For example, with cosmite, research could reveal new cosmite sources, randomly around the map - that changes your priorities, gives more interesting decisions, keeps the game fresh.
I think having depleting cosmite mines would also help this idea.
An additional factor contributing to the late game slog/tedium etc, one we haven't mentioned here i don't think, is the neccessity of player (physical, not mental) input increasing to manage larger empires, more armies etc.
At it's most basic, it means more clicks needed per turn.
I'll come back to this later, but alt-tabbing my current game is causing issues.
edit:
There is some validity in considering the settings used, and I wish more people would post their settings when they discuss issues, such as saying The AI is spamming t4 units.
But one mustn't let legitimate criticism be brushed aside by simply saying change settings, else that amounts to "play the game right, or shut up," which helps precisely no-one.
I imagine most people are too lazy/have too little time/have too many games to actively work with a games parameters to find the fun.
So the default settings, which I assume will be medium maps again, should have a core set of mechanics that scale well, and that means everything involved, like number of clicks.
So, in a nutshell:
- too little tension/interest and;
- too much busywork
Stopping snowballing, and introducing alternative victory conditions, and things like new resources being unlocked improves the tension/interest aspect.
Scaleable UI addresses the second. By this I mean a UI that requires the same clicks for one city as it does for 10, 15 or 20 cities.
Ditto 3 or 30 armies.
That's the holy grail imho.
I would propose expanded adjacent hex rule, and larger stack sizes (especially unlocked through research) as I feel both mechanics would lessen the clicks needed to get to the same result (and also defuse the split stacking debate as well) but I know that won't change.
So, the corollary of larger armies, and therefore fewer battles, is fewer armies and the same number of battles towards the end as the beginning.