A Better System for the Evolution of Civilizations Across Eras

Kn19hte

Chieftain
Joined
Aug 22, 2024
Messages
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Hi everyone! New member/first time poster here, but long-time Civ fan! I was inspired to make an account on here after seeing the gameplay trailer for Civ 7, to share some thoughts I had about the new eras system. Like many others, I was a little apprehensive to learn that we will now be forced to change our culture across eras, and that certain civilizations would no longer be available from the start of the game. However, as I thought about it more, I realized that there was potential in the idea, if only it were implemented in a better way. So that is what I will attempt to do in this post - provide a better system for cultural evolution throughout a campaign.

Just a disclaimer: this post is not an argument for or against the eras system. I am taking it as a given that this is the direction the devs want to take the game, and so I am trying to propose a solution that will feel good for both camps; by way of those who are receptive to the change, and those who are apprehensive toward it.


So first off, we should understand the motivation behind this system. It is twofold: 1) to introduce a gameplay mechanic that adds depth by giving the player strategic choices in how their civilization evolves to meet the changing demands and interests that arise throughout a campaign, and 2) to foster a sense of immersion by representing how cultures have naturally evolved throughout history.
Personally, I have no quarrels with either of these goals (indeed, it has always felt a bit jarring to me to see America and Rome in the same game; or even separately, seeing America in the iron age and Rome in the modern age), and so I could see how culture switching might serve well for the task at hand. However, what the devs seem to have overlooked is how attached players get to their civilizations, not only if they've geared their nation towards a specific style of play as facilitated by its cultural bonuses, but also from a purely role-playing point of view. This is why, I believe, the proposed change has received so much backlash.

In light of this, the fix is very simple: remove the requirement that a player must change their culture across eras, and instead make it a choice that the player can opt into. That is, if they want to play the fantasy of a world where Rome managed to survive into the modern age, let them. The key is to make this choice feel meaningful, and to add enough flavor that modern-age Rome feels like it makes sense. Let me now outline how this can be done.

The Proposal
To begin with, as is the premise of the eras system, every playable civilization is unlocked during a specific, historically appropriate era. Moving between eras gives a player the choice to switch from their current civilization to one which has just been unlocked, determined from a set of options which are based on the civilization that the player is currently playing as. So for instance, moving from the first era into the second, Rome might become Spain, France, Venice or England (among others); Babylon might become Persia or the Ottomans, and so on. Each nation has a number of other civilizations it can become, and any given civilization can be formed by a number of prerequisite nations. For example, Carthage is also capable of forming Spain, in addition to Morocco or Tunis.

When a player changes civilizations, they lose all the cultural bonuses of their previous nation, and instead gain the bonuses of their new one. Such a change is incentivized by giving civilizations which become unlocked in later eras stronger cultural bonuses than those which were unlocked in earlier eras. However, this change is not inexpensive to the nation which chooses to undertake it: during the crisis period which precedes the changing of an era, a player is now given a number of objectives in addition to, and commensurate with, the maluses that the player chooses to take on. The more of these objectives that a player manages to complete, the stronger (or more accurately, the less weakened) their nation will be upon moving into the new era. This is particularly relevant when it comes to switching one's civilization. Now, when choosing to become a new nation, the player's previous civilization becomes fractured: a number of settlements and military units will rebel against the previous administration, declaring independence and forming their own nation - the civilization which the player has chosen to switch to. Here, the number of objectives completed during the crisis will determine what proportion of the former empire defects to the player's cause; the more of these that are completed, the better the player's starting position will be. This is important, because the declaration of independence might very quickly be accompanied by a declaration of war - whether it be by the former empire, seeking to regain its lost territory, or by an opportunistic neighbor, seeking to exploit your and the empire's moment of weakness to score an easy victory. How the player chooses to manage this transitionary period will be up to them: do they declare a preemptive war to reconsolidate everything that was once all theirs, or do they make peace with their former civilization and secure a valuable ally against their mutual enemies? Whichever the player chooses, they must ultimately work to earn the superior bonuses they've gained by enacting this cultural (r)evolution. How well they are able to do this will determine how much benefit they can extract from the change.

Alternatively, a player may choose to remain as their current civilization when transitioning into a new era. Though they will not receive a nation with superior cultural bonuses as a result, this option instead reflects the more stable choice of fighting to maintain the status quo within the empire. Such a nation will certainly start the new era in a much stronger position compared to a nation which has fractured and become embroiled with in-fighting, and this could be just the opportunity needed to flip the table on a greedy and overzealous rival. However, even maintaining the status quo can prove to be a challenge, and thus there is still an incentive to complete as many objectives during a crisis as possible. Now, completing objectives determines how intact the player's nation will remain over the crisis period: for each objective that is not completed, a vassal nation will become independent of the empire, and where there are none left, a random settlement (prioritizing towns) will instead become its own nation, vassalized to the empire (this ensures that it is always possible to lose something for each incomplete objective). Note, it possible that releasing a nation from a settlement creates a playable civilization: for instance, America, Australia and Canada might be released from three of England's settlements if six objectives were not completed, and if England had no other vassals. If there are not enough playable civilizations to do this (say for example, if another player had chosen to form America) then the settlement would instead be given to one of the other released nations (in this case, either Australia or Canada would end up with two settlements).

The choice of whether to switch civilizations is now a dynamic one, where the player must weigh up the risk versus reward of the aforementioned change. Many factors must be considered: the value of the bonuses that will be received upon switching, how many objectives can be completed and how costly the ensuing independence war might be, the strength and strategies of opponents who might be waiting for an opportunity to pounce, and many more. For even in a situation where all objectives can be completed, a nation which has chosen to change its culture is still immediately weaker than one which has persisted and has also completed its objectives. Can the nation hold out during this transitionary period in order to get the most value out of its superior bonuses? There is peril, but there is also opportunity, and that is what makes this system fun!

Having discussed gameplay, there is one more fix we can make to maximize the immersion aspect of this system. OK, maybe two. The first is to introduce cosmetic changes to nations which persist throughout eras. For instance, 'Rome' in the first era becomes renamed to 'Byzantium' in the second era, with no change to their actual gameplay. Similarly, 'England' in the second era becomes renamed to 'the United Kingdom' in the third era, 'Prussia' to 'Germany', 'Ottomans' to 'Turkey', and so on. Whether these cosmetic changes need be conditioned on some set of circumstances (i.e. Rome is only renamed if they lose one or more settlements during a crisis) can be debated, but either way I believe this to be an easy, low-resource method of heightening the immersion of a world evolving historically throughout the eras. The other fix I wish to propose is, in contrast, much more resource heavy. I believe that leaders should change with every nation and every era. For instance, England should be ruled by Queen Elizabeth in the second era, and Queen Victoria in the third. This is far more in line with keeping immersion than the original system where the leader remains fixed, but the civilization changes every era. This method also allows for England in the second era to have a different gameplay feel than the United Kingdom in the third, simply by way of the different leader bonuses of the two queens. In this way, one can keep the gameplay loop fresh and exciting, even when taking a single nation all the way through from the start to the end of a campaign. Yes, I am aware that this would require creating more 3D models for leaders, balancing many more sets of bonuses, and scripting all their personalities and gameplay tendencies. But I think the outcome would be very much worth the effort, especially if immersion is to be such a central pillar of this game.


Anyways, I've been writing for much too long now. If you've reached this point, I want to thank you for reading! Please share with me what you think about this proposed change to the eras system, if there is anything you like, dislike or would do differently. I'd love to hear what you think, and maybe even get a discussion going so that we can find a system that feels satisfying for everyone!
 
Welcome. :)

There has been some discussion about what FXS are planning to do with European Civs, like England or Spain or Netherlands; those who many would associate with the Exploration Age but that are still major economies in the Modern Age. Surely you can't have a civ like Spain missing from the Exploration Age, but it would also be odd if they were not in the Modern Age. Will the Modern Age only be newer countries like the US, Canada and Australia? That would be strange.

Perhaps FXS don't care and will simply include Civs in the Age that corresponds to their most influential period; alternatively, they do as you suggest and allow you to continue with your Civ. A third option, and one I'm drawn to personally, is to have multiple versions of some modern Civs, so that you still "switch" and get new uniques that are relevant for that Civ in the new Age.

I'm very intrigued to find out what they do!
 
Impressive first post! With such good, detailed ideas I hope you're into modding :)


I think you're missing one of the objectives from changing civs and crises however, and that impacts everything else. This 3rd aim is to shake things up. The start of a civ game has always been the most tense, uncertain, exciting, and decisive part, while the late game becomes a near certainty as you've already snowballed to unbeatable power. I believe that part of what the devs want is for you to experience 3 "campaigns" in one game, so you get to experience the exciting part 3 times, and the end game is never so dull because it's never very far from the early game.

Your proposal, at first inspection, seems like it would go against this. Indeed, by giving greater rewards to those who survive the crisis best, it might exacerbate the snowballing effect rather than act as a blank sheet which counter balances it. I understand the impulse to make drastic changes optional. However, a game (especially a strategy game) is fun because the player must overcome challenges. The ability to sidestep such challenges, even if it means giving up on future bonuses, is likely to remove that element of fun. If you make the new cultural bonuses sufficiently strong that it's (almost) always worth the cost of a crisis to adopt it, then you're creating a noob trap: novice players or those that want to roleplay as a single unchanging civilization are hurting themselves without even knowing it. If you make it too weak than the opportunity cost is not worth it, and the strong get even stronger. The problem is thus not just one of creating a dynamic balance (which is very difficult in such an asymmetric situation), but communicating that balance to players that might be biased against it. That's not impossible to do, but exceptionally difficult.

On your cosmetic changes I have no opinion except complete agreement - but that side of things has never been my forte.



There has been some discussion about what FXS are planning to do with European Civs, like England or Spain or Netherlands; those who many would associate with the Exploration Age but that are still major economies in the Modern Age. Surely you can't have a civ like Spain missing from the Exploration Age, but it would also be odd if they were not in the Modern Age. Will the Modern Age only be newer countries like the US, Canada and Australia?
Doesn't take too much imagining to make a direct historical link where one makes sense IMO. If anything it would avoid the silliness of having the HRE and Germany all around at the same time. It also seems like the game uses the name "Exploration Era" to refer to medieval + renaissance together rather than 1500-1700 specifically, so the overlap isn't too bad. For example:

England -> UK (or USA)
Old Regime France -> Republican France
Castille -> Spain (or Mexico)
HRE -> Germany
Han -> Song (or Yuan) -> Communist China (or Taiwan, if they're brave)
Lotharingia / Burgundy -> Netherlands

Of course doing that for every civ is probably too much work, especially for release. But that's fine. Part of the fun is doing something different to history, as in, what if Medieval France had evolved such that in 1900 it looked like what Brazil today looks like?
 
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Agree -- very impressive first post. And a lot things to ponder as well. Bear with me, there may be a more simplistic solution, and one that should align with the game mechanics as currently described.

Before I go there -- My Observations/Rationale

First -- I'm in the camp of highly skeptical about this change primarily because of how artificial it felt in the Humankind implementation.

I'm also not sure how much I will like to go up against B. Franklin leading the Romans.

I fully understand the rationale for why the devs are doing this -- and THAT I am very much in favor of. I've snowballed and have been snowballed, and it makes the late game just not very interesting. Usually by the (my estimate) time of the end of the first age in Civ 7, for previous Civ (and other 4x titles) the decision is pretty much known one way or the other. So, introducing mechanics to make the back 2/3 of the game more appealing, and certainly more "tense" is a major step in the right direction. I'm equating the first age to the entirety of Old World -- a game that IMO got it completely right -- by the time you get into the last quarter of that game, it is still very much up for grabs if you play well.

I also think the devs, without saying it, are shifting the focus from building a civilization to stand the test of time, to building a leader to stand the test of time.

With all of that said, I have thought about this a lot since released, and watched many of the videos from the folks invited to Firaxis, and have started to come to a calming perspective. 'WHAT IS IN A NAME?' -- I think the angst so many have is that my "named x" civilization will not go the entire game, my named x civilization will turn into another name, etc.

It then got me thinking about something that hasn't been discussed yet -- you go from Rome to Mongolia to England -- does Roma turn into Ulan Baataar into London?

Or is Roma the capital of England/UK? That we don't know.

The possible solution/fix/compromise/whatever

However, I do think there is an easy fix here, and one that IMO should be easy to mod (if Marzobir's fears are not realized about lack of modability)

You can elect to stay named your Civilization at Age Change -- HOWEVER, you still have to choose the successor "civilization" for purposes of unique abilities, buildings, etc. If you stay the "historical" path -- it is simply evolution -- if you chose an "alternative" path, the changes are more revolutionary -- however, you stay as Rome, and of course, all of your LEADER attributes carry over (so you are still Augustus of Rome -- or if you really wanted to be weird, I guess you could have started as B. Franklin of Rome).

So, in my above example, if you don't follow the historical path -- Rome, because of all the horses they have, develop a fierce horseman culture and the Roman civilization has changed to be more (historically) Mongolian like. It is still Rome, capital Roma, but the culture changes to be more like what a historical Mongolian culture looks like. That isn't so far fetched if you make that decision to move that way. Because it didn't happen historically doesn't mean it couldn't have happened. Think China 1421 finding the west coast of America and then not moving forward -- that one leadership decision done differently would have changed the world as we know it today. Isn't that the point of the Civ series anyway?

Then in the exploration age, you play and set up all sorts of colonies all over the world, at change to Modern, you still remain Rome, but you choose the successor "civilization" England/UK for purposes of unique abilities, etc. You are the big finance civ now.

Obviously, if you stay truer to the historical path, it won't feel as revolutionary. Let's say historical map goes Rome to Byzantium -- you still call it Rome, you still have a Roman architecture style, unique abilities will feel natural --- but now as Rome you have evolved special buildings/units, etc. that represent a natural evolution of your empire had it survived.

So, it is EXACTLY all of the same mechanics, except at Age change, you simply don't change your name.

But what if I want to start as a Modern Civ?

Then I tried to think of the REVERSE -- if I wanted to play as an exploration civ or a modern civ and how that could be done. I do like the OP view here that because they weren't civilizations in their own right during the predecessor ages, they are not selectable to play until such time that they are naturally "available".

A more COMPLICATED FIX could address this as well, using the same game mechanics as above, but with a more complex selection (which would likely require some intense programming). And something that I also think creates a very irregular and possibly unnatural outcome.

Let's say you wanted to start as Canada and let's assume Canada is a Modern civilization.

In antiquity, you would have to select a civilization that has a backwards historical path to Canada. Likely it would be either a native American/First Peoples civilization (if any are available in Antiquity) or a Antiquity Civilization that would historically lead to a Exploration age native American/First Peoples, French or English civ (not knowing all of the civs and paths etc.) -- Then in Exploration, you would have to be locked into selecting from the Civs and could historically directly lead you to Canada -- in other words, you couldn't deviate off of the direct historical path. Outside of that, everything remains the same, you're Canada at the start, your capital is Ottawa (if you so choose), but if you start as say Rome, and you have the 3 horses, you are locked into the change at Exploration, cannot deviate to "Mongolia".

(note, I do agree and respect the notion that moving from a native American/First Peoples civilization in exploration age to a US/Canada/Australia/etc. in the Modern age has horrible undertones, the example here is for illustrative purposes only on the game mechanic and not on the politics of such)
 
Welcome. :)

There has been some discussion about what FXS are planning to do with European Civs, like England or Spain or Netherlands; those who many would associate with the Exploration Age but that are still major economies in the Modern Age. Surely you can't have a civ like Spain missing from the Exploration Age, but it would also be odd if they were not in the Modern Age. Will the Modern Age only be newer countries like the US, Canada and Australia? That would be strange.

Perhaps FXS don't care and will simply include Civs in the Age that corresponds to their most influential period; alternatively, they do as you suggest and allow you to continue with your Civ. A third option, and one I'm drawn to personally, is to have multiple versions of some modern Civs, so that you still "switch" and get new uniques that are relevant for that Civ in the new Age.

I'm very intrigued to find out what they do!
I agree! It would not make sense if a nation like Spain was not present in both the Exploration Age and Modern Age. I hope at the very least they do as you propose, and have multiple versions of the same Civ across eras.
 
The possible solution/fix/compromise/whatever

However, I do think there is an easy fix here, and one that IMO should be easy to mod (if Marzobir's fears are not realized about lack of modability)

You can elect to stay named your Civilization at Age Change -- HOWEVER, you still have to choose the successor "civilization" for purposes of unique abilities, buildings, etc. If you stay the "historical" path -- it is simply evolution -- if you chose an "alternative" path, the changes are more revolutionary -- however, you stay as Rome, and of course, all of your LEADER attributes carry over (so you are still Augustus of Rome -- or if you really wanted to be weird, I guess you could have started as B. Franklin of Rome).

So, in my above example, if you don't follow the historical path -- Rome, because of all the horses they have, develop a fierce horseman culture and the Roman civilization has changed to be more (historically) Mongolian like. It is still Rome, capital Roma, but the culture changes to be more like what a historical Mongolian culture looks like. That isn't so far fetched if you make that decision to move that way. Because it didn't happen historically doesn't mean it couldn't have happened. Think China 1421 finding the west coast of America and then not moving forward -- that one leadership decision done differently would have changed the world as we know it today. Isn't that the point of the Civ series anyway?

Then in the exploration age, you play and set up all sorts of colonies all over the world, at change to Modern, you still remain Rome, but you choose the successor "civilization" England/UK for purposes of unique abilities, etc. You are the big finance civ now.

Obviously, if you stay truer to the historical path, it won't feel as revolutionary. Let's say historical map goes Rome to Byzantium -- you still call it Rome, you still have a Roman architecture style, unique abilities will feel natural --- but now as Rome you have evolved special buildings/units, etc. that represent a natural evolution of your empire had it survived.
This is kind of what I had been thinking. It's too late for the base game, and remains to be seen what modding will be allowed, but I think they could have struck a balance between what they were aiming for and the classic Civ principle of 'build a Civilization that will stand the test of time'. If the idea is to help the end game by shaking things up into 3 acts with unique units/buildings/bonuses each era by some sort of progression system based on in game accomplishments and resources.

You'd want a better implementation for Civ but where Humankind is kind of what they I think the more recently released Millennium would have worked better (not that they should be just 'copying' other games). The game hasn't been that well received but overall I believe the National Spirits system was, where for example the unique unit Samurai is not tied to Japan but rather the 4th era Diplomatic NS - Shogunate.
 
Impressive first post! With such good, detailed ideas I hope you're into modding :)


I think you're missing one of the objectives from changing civs and crises however, and that impacts everything else. This 3rd aim is to shake things up. The start of a civ game has always been the most tense, uncertain, exciting, and decisive part, while the late game becomes a near certainty as you've already snowballed to unbeatable power. I believe that part of what the devs want is for you to experience 3 "campaigns" in one game, so you get to experience the exciting part 3 times, and the end game is never so dull because it's never very far from the early game.

Your proposal, at first inspection, seems like it would go against this. Indeed, by giving greater rewards to those who survive the crisis best, it might exacerbate the snowballing effect rather than act as a blank sheet which counter balances it. I understand the impulse to make drastic changes optional. However, a game (especially a strategy game) is fun because the player must overcome challenges. The ability to sidestep such challenges, even if it means giving up on future bonuses, is likely to remove that element of fun. If you make the new cultural bonuses sufficiently strong that it's (almost) always worth the cost of a crisis to adopt it, then you're creating a noob trap: novice players or those that want to roleplay as a single unchanging civilization are hurting themselves without even knowing it. If you make it too weak than the opportunity cost is not worth it, and the strong get even stronger. The problem is thus not just one of creating a dynamic balance (which is very difficult in such an asymmetric situation), but communicating that balance to players that might be biased against it. That's not impossible to do, but exceptionally difficult.

On your cosmetic changes I have no opinion except complete agreement - but that side of things has never been my forte.




Doesn't take too much imagining to make a direct historical link where one makes sense IMO. If anything it would avoid the silliness of having the HRE and Germany all around at the same time. It also seems like the game uses the name "Exploration Era" to refer to medieval + renaissance together rather than 1500-1700 specifically, so the overlap isn't too bad. For example:

England -> UK (or USA)
Old Regime France -> Republican France
Castille -> Spain (or Mexico)
HRE -> Germany
Han -> Song (or Yuan) -> Communist China (or Taiwan, if they're brave)
Lotharingia / Burgundy -> Netherlands

Of course doing that for every civ is probably too much work, especially for release. But that's fine. Part of the fun is doing something different to history, as in, what if Medieval France had evolved such that in 1900 it looked like what Brazil today looks like?
Thank you for your comment! The point you make about the 3rd aim of shaking things up to keep the game fresh, but also bounded (in the sense of preventing snowballing), is a salient one! I'll try to address both aspects.

Firstly, challenging the player and keeping things fresh. Perhaps I should have gone into more detail in my original post; the 'crisis-period objectives' I propose are only one side of the challenge put before the player. I don't envision them as being easy to complete, and even when given to a seasoned player, it should be that it is difficult to complete all of them before the period ends. This means that the second side of the challenge becomes keeping one's empire together at the start of the new era, regardless of whether one chooses to switch civilizations or keep with their current one. The case of the former is more self-explanatory (you must fight a civil war against your former, but now divided, empire). As for the latter, I should have explained - I have many hours in EU4, in which the vassal system works on the basis of loyalty. This loyalty is in part determined by the combined strength of all of a nation's vassals, meaning that the more vassals a nation has (or the stronger these vassals are), the harder it is to keep them in line (they can even declare a war of independence if they become disloyal enough). This is how I was imagining the vassal system in Civ 7 working, and what provides an element of challenge to a player who chooses to keep their current civilization: if they fail to complete their objectives, the player will end up either a) losing territory directly (with the new nations forming alliance blocks, thus making them harder to reconquer) or b) become straddled with potentially disloyal vassals that they now have to manage, if they wish to reintegrate them later on. Thus the choice of nation switching should present a challenge regardless of which option is taken.

Secondly, the choice of switching should not lead to snowballing. I agree as well! I should have been more explicit; the choice of civilization switching will be much tougher on a nation that is ahead of the pack, than on one which is lagging behind. The explanation is simple: since one has to fight their former empire, the stronger that empire was initially, the harder it will be to win against them (the breakaway nation will never gain the former empire's capital, which is usually the largest and most consequential city, so the former empire will always have the upper hand). A nation that is ahead also has to deal with the fact that they are the prime target, and that all the other nations are seeking any opportunity to tear them down. This makes the switch much more risky, as they would be giving all those nations exactly the opportunity they've been waiting for. Compare this to a nation that is lagging behind: they are not a direct target, and so the switch is much less risky. And besides, if they are already behind with little chance of recovering by normal means, they have very little to lose if the switch does go poorly, and a lot to gain if goes successfully. These two factors combined lead me to believe that the system I've proposed is actually one which leads to a naturally balancing effect. But besides this, I do believe you are correct in saying that the strength of the superior bonuses gained from a switch will need to be very well balanced for the desired effect/gameplay incentives to take place. Perhaps the balancing should be explicitly baked into the crisis-objectives themselves: a nation that is ahead will be given more difficult to complete objectives than one that is behind, leading to a more difficult time in keeping their empire together, regardless of which option they choose. Perhaps there should be a minor boost to the cultural bonuses of a nation that does choose to persist throughout the ages, though not as large as the ones gained from switching. Maybe the system is balanced in that keeping one's current cultural bonuses allows them to continue with the gameplay strategy that they've already geared their nation towards, rather than having to retool their nation around the new bonuses. It is certainly quite difficult to say how best to approach this issue.
 
Agree -- very impressive first post. And a lot things to ponder as well. Bear with me, there may be a more simplistic solution, and one that should align with the game mechanics as currently described.

Before I go there -- My Observations/Rationale

First -- I'm in the camp of highly skeptical about this change primarily because of how artificial it felt in the Humankind implementation.

I'm also not sure how much I will like to go up against B. Franklin leading the Romans.

I fully understand the rationale for why the devs are doing this -- and THAT I am very much in favor of. I've snowballed and have been snowballed, and it makes the late game just not very interesting. Usually by the (my estimate) time of the end of the first age in Civ 7, for previous Civ (and other 4x titles) the decision is pretty much known one way or the other. So, introducing mechanics to make the back 2/3 of the game more appealing, and certainly more "tense" is a major step in the right direction. I'm equating the first age to the entirety of Old World -- a game that IMO got it completely right -- by the time you get into the last quarter of that game, it is still very much up for grabs if you play well.

I also think the devs, without saying it, are shifting the focus from building a civilization to stand the test of time, to building a leader to stand the test of time.

With all of that said, I have thought about this a lot since released, and watched many of the videos from the folks invited to Firaxis, and have started to come to a calming perspective. 'WHAT IS IN A NAME?' -- I think the angst so many have is that my "named x" civilization will not go the entire game, my named x civilization will turn into another name, etc.

It then got me thinking about something that hasn't been discussed yet -- you go from Rome to Mongolia to England -- does Roma turn into Ulan Baataar into London?

Or is Roma the capital of England/UK? That we don't know.

The possible solution/fix/compromise/whatever

However, I do think there is an easy fix here, and one that IMO should be easy to mod (if Marzobir's fears are not realized about lack of modability)

You can elect to stay named your Civilization at Age Change -- HOWEVER, you still have to choose the successor "civilization" for purposes of unique abilities, buildings, etc. If you stay the "historical" path -- it is simply evolution -- if you chose an "alternative" path, the changes are more revolutionary -- however, you stay as Rome, and of course, all of your LEADER attributes carry over (so you are still Augustus of Rome -- or if you really wanted to be weird, I guess you could have started as B. Franklin of Rome).

So, in my above example, if you don't follow the historical path -- Rome, because of all the horses they have, develop a fierce horseman culture and the Roman civilization has changed to be more (historically) Mongolian like. It is still Rome, capital Roma, but the culture changes to be more like what a historical Mongolian culture looks like. That isn't so far fetched if you make that decision to move that way. Because it didn't happen historically doesn't mean it couldn't have happened. Think China 1421 finding the west coast of America and then not moving forward -- that one leadership decision done differently would have changed the world as we know it today. Isn't that the point of the Civ series anyway?

Then in the exploration age, you play and set up all sorts of colonies all over the world, at change to Modern, you still remain Rome, but you choose the successor "civilization" England/UK for purposes of unique abilities, etc. You are the big finance civ now.

Obviously, if you stay truer to the historical path, it won't feel as revolutionary. Let's say historical map goes Rome to Byzantium -- you still call it Rome, you still have a Roman architecture style, unique abilities will feel natural --- but now as Rome you have evolved special buildings/units, etc. that represent a natural evolution of your empire had it survived.

So, it is EXACTLY all of the same mechanics, except at Age change, you simply don't change your name.

But what if I want to start as a Modern Civ?

Then I tried to think of the REVERSE -- if I wanted to play as an exploration civ or a modern civ and how that could be done. I do like the OP view here that because they weren't civilizations in their own right during the predecessor ages, they are not selectable to play until such time that they are naturally "available".

A more COMPLICATED FIX could address this as well, using the same game mechanics as above, but with a more complex selection (which would likely require some intense programming). And something that I also think creates a very irregular and possibly unnatural outcome.

Let's say you wanted to start as Canada and let's assume Canada is a Modern civilization.

In antiquity, you would have to select a civilization that has a backwards historical path to Canada. Likely it would be either a native American/First Peoples civilization (if any are available in Antiquity) or a Antiquity Civilization that would historically lead to a Exploration age native American/First Peoples, French or English civ (not knowing all of the civs and paths etc.) -- Then in Exploration, you would have to be locked into selecting from the Civs and could historically directly lead you to Canada -- in other words, you couldn't deviate off of the direct historical path. Outside of that, everything remains the same, you're Canada at the start, your capital is Ottawa (if you so choose), but if you start as say Rome, and you have the 3 horses, you are locked into the change at Exploration, cannot deviate to "Mongolia".

(note, I do agree and respect the notion that moving from a native American/First Peoples civilization in exploration age to a US/Canada/Australia/etc. in the Modern age has horrible undertones, the example here is for illustrative purposes only on the game mechanic and not on the politics of such)
Thank you! Perhaps you are right that it is really only the name that matters, and that changing bonuses would be much easier to swallow as long as it was one "constant" civilization, or even just the pretense of it.
 
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Some very good ideas here. 👍

Hopefully the modding community will be able to use some of this.
 
"what the devs seem to have overlooked is how attached players get to their civilizations"

Pretty much all of this. When I play Civ, the leader is immaterial- I have replaced them is basically how I head canon a game when I play. What matters to me is my Civ. I want to get my brave Vikings to space, or trounce the world with Byzantium, or whatnot. The leader attached to my Civ is nothing more than a numerical buff in the background at this point. This is also a big reason why the currently shown Civ leader/diplomacy interaction screen is so jarring- Gilgabro needs to talk to ME- not at my proxy up on screen.

While I concur that there is real mechanical intrigue in the era/age switching, I believe that thematically-speaking, switching leaders makes way more sense, especially when considered with the new Crises system. Consider: as a age draws to a conclusion and a Crisis takes hold, imagine receiving in-game messages akin to "a new voice stirs in your Civ and their words boil in the hearts of your people" and then perhaps when the new age arrives "Your people have hearkened to the words of a new leader- they demand change as a new era dawns upon them."

I dunno. Just my thoughts. I'll give Firaxis a lot of rope here but I do need to be assuaged down the road.
 
While I concur that there is real mechanical intrigue in the era/age switching, I believe that thematically-speaking, switching leaders makes way more sense, especially when considered with the new Crises system. Consider: as a age draws to a conclusion and a Crisis takes hold, imagine receiving in-game messages akin to "a new voice stirs in your Civ and their words boil in the hearts of your people" and then perhaps when the new age arrives "Your people have hearkened to the words of a new leader- they demand change as a new era dawns upon them."

I'm curious, how would you feel about changing leaders to one that isn't from your civilization, but from the era you're entering? The idea is that having 3 leaders per era per civilization is untenable - both in terms of resources required, trying to come up with enough uniques, and dealing with civilizations that didn't exist through all 3 eras. Playing as (eg) the US but having a Pharaoh as an ancient leader, a medieval King as an exploration era, and finally an American president as a modern leader would solve these problems, while keeping the mechanical benefits that civ-swapping aims to bring. For example, to unlock Genghis Kahn (aka, have someone like him be born in your civilization in order to then lead it) you'd have to develop 3 horse resources in the previous era. Of course this creates its own set of immersion problems. But, if you're more attached to a Civilization than to a Leader, they ought to be lesser problems? How would you view this system?
 
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@oellus

"I'm curious, how would you feel about changing leaders to one that isn't from your civilization, but from the era you're entering? The idea is that having 3 leaders per era per civilization is untenable - both in terms of resources required, trying to come up with enough uniques, and dealing with civilizations that didn't exist through all 3 eras"

Wouldn't bother me because when I play Civ, I'm attached to the Civ- not the leader. As far as I'm concerned, I myself am the new leader. Fwiw, it's also why I strongly dislike the shown leader interaction screen. Want that to be 1 on 1 again.
 
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