Well what I don’t want is more popups full of text I never read as a replacement for actual gameplay and narrative.
One of the problems with Crises is that the game is designed around the idea that your civ crumbles and is rebuilt in the next age. However that never happens in your game. Crises are trivial to combat and now people turn them off altogether.
So you basically end an age, and instead of the crisis throwing your civ into disarray only to be rebuilt anew, you get a victory screen telling you how amazing your civ is, and what a success it’s been.. so it changes for no reason at all.
The concept of crises is flawed in of itself, but doing it in such a lazy, half hearted fashion makes ages feel even stranger
The whole idea of civ switching and era resets is NEVER going to work for the majority of the playerbase who is here not for Arbitrary Board Game Style Developer Fiat, but for the Narrative Role Play Sandbox.
If you want your civ to transmogrify it HAS to fall. Constantinople didn’t “evolve” into Istanbul, it was a brutal conquest and forced conversion.
So you van have the player play through it, which means a real live Kobayashi Maru thing that can’t be beat because your civ HAS to fall to justify the switch. Players will most likely hate this the way they hate Ed Beach Era AI that gets three settlers and a dozen warriors to start the game.
Or it’s done off screen via Developer Fiat regardless of the situation on the board which the majority of the playerbase will hate like they hate Civ7 now.
There is no way to square this circle.
I don't think the concept is flawed. The idea of a big event that periodically shakes things up at the end of an Age, is a good one. The idea is to keep the player engaged. But the execution is very poor. I think part of the problem is that it is really hard to do a crisis mechanic that players will be prepared for that is genuinely serious enough to challenge the player but not too challenging as to ruin the game experience. I don't think players want a crisis that actually wrecks their civ and forces them to rebuild every Age. So a crisis cannot be too strong. But you also don't want crisis to be too weak. Civ7 did not find the right balance. Also, there are so few crisis that they are never really surprising. They play the same every time.
I wonder if the crisis mechanic would work better without age transitions. Just have periodic events that happen organically in the game that the player would have to deal with. For example, bring back the health mechanic from civ4. Unhealthy cities could spawn disease. Some diseases could be deadly and kill off a lot of your pop but just in one city, some diseases could spread to other cities but not be very deadly. And occasionally, the game would spawn the plague that both spreads fast and kills a bunch of pop. You could have empty areas of the map periodically spawn new independent peoples. Sometimes they would be friendly, but sometimes they would be very hostile and send "barbarians" to pillage the closest cities. And there could a revolt event that can spawn from certain civics or techs. So researching "enlightenment" could increase unhappiness in cities. If unchecked, the cities could go into unrest and spawn "revolutionaries" units that try to seize your capital. You could fight them or agree to switch to the government they want.
As usual, the answer is to look at how earlier civs tried to shake things up.
Civ 3 (going back to it again lol) and Civ4 had periodic events like Barbarian Migrations and Plagues and weather events that were serious enough to get your attention and engagement, and could do real damage if you played poorly or were unprepared.
This was far FAR superior to Lazy Developer Fiat because the player *had actual engagement and agency*. You let the goddamn player *play the game* instead of deciding for them because you know better than them how to have fun.
It was also superior because it had a bit of a random element to it. There was no *visible* timer to it smacking you in the face with immersion shattering HERE COMES THE ARBITRARY GAMEPLAY MECHANIC causing you to start doing arbitrary gamey stuff like halting construction on a wonder or telling Magellen to drop anchor for two turns because you are already past the arbitrary Golden Age threshold and you want to save the arbittary Era Points. for the next Age.
More granular stuff like this works far better for a Narrative Sandbox, and it’s time to accept the fact that this is what Civ was for decades, and why it kept succeeding for decades.
We are on a computer, not a board game. There is zero reason to stay in clunky cardboard processor paradigm with stuff like Policy Cards
Bring back things like health, use that as a basis for triggering a Plague Crises. Expand your population too fast over your infrastructure and escalating plagues melts the snowball.
Have culture work like it did in Civ3 where each pop and tille as well as city has an identity that can be flipped. Cities with a high native culture will be constantly rebelling and outright assimilating foreign low culture conquoerors. A one dimensional military rush ends in the paint the map snowball evaporating into rebellion.
You get the point.