Understood the game needed to solve for the late game problem. However, instead of the artificial "Ages" system (and the unnecessary switching aspect), Firaxis could have incorporated what's actually happened throughout history.
Black Swans are utterly unpredictable and tremendously consequential events that can be good or bad depending on your perspective. Examples include Christianity's rise, the printing press, and what happened on 9/11. I'm not able to give a fully adequate explanation in a thread post as it's the subject of an entire best-selling book:
For purposes of the game, imagine a great person appearing and suddenly your cities become substantially more difficult to govern. Or out of the blue your neighbor develops a terrifying new weapon. There's no end of possibilities, each of which can shake up the game, a little or a lot. No need to make up a couple of "Crisis" moments- have varying degrees of them at any time.
A related component of it could have been even more randomness in core concepts, like battles and developing new technologies. Not using "points" to count down when something happens, but instead create the conditions for it and hope for the best. Want better forms of government? Get there faster, maybe, by building the right institutions.
Dramatic unexpectedness through all facets of the game, from start to finish. Admittedly I have no understanding of coding/programming, so maybe the vision described above isn't impossible. Regardless, just musing on what might have been. Thanks for indulging me.
Black Swans are utterly unpredictable and tremendously consequential events that can be good or bad depending on your perspective. Examples include Christianity's rise, the printing press, and what happened on 9/11. I'm not able to give a fully adequate explanation in a thread post as it's the subject of an entire best-selling book:
The Black Swan: Second Edition | Random House Publishing Group
www.randomhousebooks.com
For purposes of the game, imagine a great person appearing and suddenly your cities become substantially more difficult to govern. Or out of the blue your neighbor develops a terrifying new weapon. There's no end of possibilities, each of which can shake up the game, a little or a lot. No need to make up a couple of "Crisis" moments- have varying degrees of them at any time.
A related component of it could have been even more randomness in core concepts, like battles and developing new technologies. Not using "points" to count down when something happens, but instead create the conditions for it and hope for the best. Want better forms of government? Get there faster, maybe, by building the right institutions.
Dramatic unexpectedness through all facets of the game, from start to finish. Admittedly I have no understanding of coding/programming, so maybe the vision described above isn't impossible. Regardless, just musing on what might have been. Thanks for indulging me.
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