Dynamics of a game should evolve as the game play advances. In class we discussed the ring in fortnight how that closes. That changes how the game is played from more of a dangerous resource collecting game to a building and close quarters combat game. A similar game with a clear defining moment in how the game is played differently is in Europa Universalis IV and the mechanic of absolutism.
In the early part of the game it is part of a slow build up. Expanding is possible but it has to be done with extreme care as it is expensive. It can take resources up from very important technologies, setting up a robust economy, and makes the player a direct target for other nations. There are negative multipliers to discourage blobbing fairly early. Although the designers have it follow history fairly well with the Russians and Ottomans trying to expand their boarders fairly early and living with the penalties. With bonuses that would be beneficial to that.
However, with the late game mechanic of absolutism it quickly changes the dynamic of play. Smaller countries are able to take a lot of land extremely cheaply. Thus, if the player has set up their game correctly they would be able to capitalize on it effectively. It is in the players best interest to min-max for absolutism. The draw back at the point is a smaller more technologically advanced and more developed country fighting a larger more army with more people.
This change in game play does reflect history but also causes runaway power creep, which is a problem for all 4x games. This is a very decisive mechanic as it causes many players to stop their campaigns at the point in time. As it is evident they are the strongest on the map. However, it changes the game into one of min maxing the mechanics vs diplomacy and playing conservatively. With the end goal of trying to conquer as much land as possible. This is still a very hard accomplishment even as the strongest nation in the world.
Sources: https://eu4.paradoxwikis.com/Absolutism
Fullerton, Tracy. Game Design Workshop: a Playcentric Approach to Creating Innovative Games. CRC Press, 2019.