sTAPler27
Prince
- Joined
- Mar 18, 2018
- Messages
- 429
So more or less Civ 7 lumps the Ancient and Classical, Medieval and Rennaisance, and Industrial and Modern alongside the early Atomic, this means the rest of the Atomic, along with Information and Future eras require Mechanics, Technologies, Civics etc. This part of the game has always felt like a "win more stage" where most of what you gain don't feel like things you must make meaningful choices on but rather just go through the motions until victory.
These 19 technologies excluding future tech make up more or less the period that would represent the Contemporary world. The first two ages have 14 unique unlockable techs with the modern having 10, with 8, 11 and 10 masteries respectively. That means all core mechanics should likely fit into 14 or so techs with 10 or so masteries that add upon those. I can see a new age cutting the mini space race portion out of the modern age and brining it into the new one just because it would feel more fitting so that gives us 14 techs to split between one hundred years of history.
The image above can be interpreted two ways primarily because of that first third which appears to depict Greece's Hoplites and Rome's Legion. However maybe this was to demonstrate that ages are thematically broken into thirds. My guess is that the first third will be more Cold War focused, second will be more Contemporary rise of the "Global Village", while the third is Speculative Near Future. With each traditional Era habing 5 or so techs that means each tech is going to have to be substantial enough in its gameplay effects, no filler techs with 1 unit you might never use.
By comparison the entirety of Civ 6's last three Eras can be broken down o "Your Last Units","Reduced CO2 Energy Sources","Space Race", and "GDR Upgrades" when it comes to tech at least. The Civic tree fares better with late game as outside of Tourism centered infastructure the policy cards are often applicable to all victory types yet aren't very engaging. Infastructure upgrades essentially become non existent past the Atomic Era with very little to occupy those going for most victory types outside of moving units around mindlessly, strategy boils down to pressing next turn.
With each age being its own game with its own balance more or less alongside having its own begining middle and end I believe that creates a need to split features more evenly throughout. The last two Eras in 6 feel like they're biding time to the Win Condition which is something you can't do when those 2 Eras make up the majority of that final Age. The Future Era is more or less filled with bonuses to kill time but with the addition of the Mastery system these will likely get roped into those, making the Techs you do research all have more substantial effects that are applicable to more playstyles. All in all mastering this final age will be this game's victory lap for proving they have fixed the pacing issues plaguing the series.
These 19 technologies excluding future tech make up more or less the period that would represent the Contemporary world. The first two ages have 14 unique unlockable techs with the modern having 10, with 8, 11 and 10 masteries respectively. That means all core mechanics should likely fit into 14 or so techs with 10 or so masteries that add upon those. I can see a new age cutting the mini space race portion out of the modern age and brining it into the new one just because it would feel more fitting so that gives us 14 techs to split between one hundred years of history.
The image above can be interpreted two ways primarily because of that first third which appears to depict Greece's Hoplites and Rome's Legion. However maybe this was to demonstrate that ages are thematically broken into thirds. My guess is that the first third will be more Cold War focused, second will be more Contemporary rise of the "Global Village", while the third is Speculative Near Future. With each traditional Era habing 5 or so techs that means each tech is going to have to be substantial enough in its gameplay effects, no filler techs with 1 unit you might never use.
By comparison the entirety of Civ 6's last three Eras can be broken down o "Your Last Units","Reduced CO2 Energy Sources","Space Race", and "GDR Upgrades" when it comes to tech at least. The Civic tree fares better with late game as outside of Tourism centered infastructure the policy cards are often applicable to all victory types yet aren't very engaging. Infastructure upgrades essentially become non existent past the Atomic Era with very little to occupy those going for most victory types outside of moving units around mindlessly, strategy boils down to pressing next turn.
With each age being its own game with its own balance more or less alongside having its own begining middle and end I believe that creates a need to split features more evenly throughout. The last two Eras in 6 feel like they're biding time to the Win Condition which is something you can't do when those 2 Eras make up the majority of that final Age. The Future Era is more or less filled with bonuses to kill time but with the addition of the Mastery system these will likely get roped into those, making the Techs you do research all have more substantial effects that are applicable to more playstyles. All in all mastering this final age will be this game's victory lap for proving they have fixed the pacing issues plaguing the series.