Hellenism Salesman
Emperor
It's been a while since I've rambled extensively about something Civ-related, so I thought I'd dig my teeth into one of Civ VI's meatiest designs: Era dedications.
1: Clarification
I think a crucial step in reaching a consensus on improved era dedications is understanding the designers' initial purpose in the design we have. But, to do that, I'm going to introduce some vital vocabulary.
When designing practically anything in a 4X, you're going to come across two kinds of bonuses: Initiators and Rewards.
2: What were they trying to do?
In the version of Era dedications we have, their designs can be split pretty distinctly into our two categories. On average, Dark Age dedications alongside their policies and Normal Age dedications are initiators- tools to catch up with the competition or score a Golden Age in the future. Typically, Golden Ages are designed as rewards (usually for specialization) to congratulate players on playing their cards correctly and reaching the Era score threshold. If these rules were more closely followed, then I wouldn't classify Era dedications as a flawed system. I mostly agree with the designers' philosophy on centering the Era system around scoring Golden Ages. But... there are some rather crucial exceptions to this philosophy that cause problems.
Exodus of the Evangelists and the elephant in the room- Monumentality- are both notable exceptions to the "Golden Ages are rewards" philosophy. These two dedications are both very distinct initiators for general aspects of the game- expansion (and infrastructure) and religion. While religion isn't guaranteed to be a part of your strategy (unless you shoehorn yourself into it by choosing Arabia, Byzantium, Georgia, or Poland), Civ VI is a game all about going wide and catching every morsel of land you possibly can. So, when you give players a giant, powerful initiator that transfers two of the most versatile resources- Faith and Gold- into tools that can result in rapid mass-expansion (one that can be used back-to-back across multiple eras, might I add), your design is going to break. Especially in the case of Monumentality, these two dedications are such powerful, effortless initiators that they practically become rewards simply thanks to how monumentally (no pun intended) they can shape a game.
It doesn't help that the existence of these two dedications also steps on the design space of their companions. Free Inquiry and Pen, Brush, and Voice are two reward dedications designed as powerful, strategy-defining bonuses that encourage specialization. Free Inquiry asks you to focus on commerce, while Pen, Brush, and Voice asks you to perform the much simpler task (with admittedly lower reward) of building districts. Simple as these prerequisites may be, they both reward players who have built their empires in specific ways with prosperous benefits befitting of a Golden Age. Additionally, they each have a stark focus- Free Inquiry is your Science dedication, while Pen, Brush, and Voice is your Culture dedication. But, once you throw the problem children into the mix, their clear, well-defined design space gets trampled. Monumentality now competes with Free Inquiry as a Gold-specialization dedication, and Monumentality competes with Exodus of the Evangelists for the title of "better Faith dedication."
While my definition of initiators and rewards is mostly for the sake of discussion and the line between them can easily start to blur, I think they're worthwhile tools when it comes to discussing the balance and, perhaps, inconsistent design philosophy of Era dedications, and, to a greater extent, the game as a whole.
3: What might be better?
Here comes the part that might get me redirected to the Ideas subforum. I'm asking for your feedback so we can construct a better Era system. Is the current initiator/reward split in Dark, Normal, and Golden Ages a good idea? Should the purpose of Dark and Normal Ages be greater than "you didn't get a Golden Age, here's some help for next time"? Should Golden Ages be solely designed for strategy-defining specialization rewards? I don't have the answers, but I have been procrastinating sleep for far too long. So, I leave you this longwinded, overwritten discussion post to lead you to your own conclusions.
As for myself, I've got to get to bed.
1: Clarification
I think a crucial step in reaching a consensus on improved era dedications is understanding the designers' initial purpose in the design we have. But, to do that, I'm going to introduce some vital vocabulary.
When designing practically anything in a 4X, you're going to come across two kinds of bonuses: Initiators and Rewards.
- Initiators are bonuses intended to ease the process of doing something. They make doing something easier, faster, or more efficient. Some prime examples of this are Nubia's Ta-Seti (makes training Ranged Units easier and makes earning promotions for them happen faster), the Ottomans' Great Turkish Bombard (makes training Sieged Units faster and makes damaging cities with them faster), or the very existence of Korea's Seowon, which the unilateral purpose of is obvious. There are also some extreme examples of initiators like Arabia's The Last Prophet, which guarantees you a Religion, skipping you some hurdles during your early game.
- Rewards are bonuses that are a prize for accomplishing something. They are what the initiators lead up to. China's Dynastic Cycle and Macedon's Hellenistic Fusion are great examples of this: they reward you for certain things the Civs are inclined to do, but do not ease the process of doing them.
2: What were they trying to do?
In the version of Era dedications we have, their designs can be split pretty distinctly into our two categories. On average, Dark Age dedications alongside their policies and Normal Age dedications are initiators- tools to catch up with the competition or score a Golden Age in the future. Typically, Golden Ages are designed as rewards (usually for specialization) to congratulate players on playing their cards correctly and reaching the Era score threshold. If these rules were more closely followed, then I wouldn't classify Era dedications as a flawed system. I mostly agree with the designers' philosophy on centering the Era system around scoring Golden Ages. But... there are some rather crucial exceptions to this philosophy that cause problems.
Exodus of the Evangelists and the elephant in the room- Monumentality- are both notable exceptions to the "Golden Ages are rewards" philosophy. These two dedications are both very distinct initiators for general aspects of the game- expansion (and infrastructure) and religion. While religion isn't guaranteed to be a part of your strategy (unless you shoehorn yourself into it by choosing Arabia, Byzantium, Georgia, or Poland), Civ VI is a game all about going wide and catching every morsel of land you possibly can. So, when you give players a giant, powerful initiator that transfers two of the most versatile resources- Faith and Gold- into tools that can result in rapid mass-expansion (one that can be used back-to-back across multiple eras, might I add), your design is going to break. Especially in the case of Monumentality, these two dedications are such powerful, effortless initiators that they practically become rewards simply thanks to how monumentally (no pun intended) they can shape a game.
It doesn't help that the existence of these two dedications also steps on the design space of their companions. Free Inquiry and Pen, Brush, and Voice are two reward dedications designed as powerful, strategy-defining bonuses that encourage specialization. Free Inquiry asks you to focus on commerce, while Pen, Brush, and Voice asks you to perform the much simpler task (with admittedly lower reward) of building districts. Simple as these prerequisites may be, they both reward players who have built their empires in specific ways with prosperous benefits befitting of a Golden Age. Additionally, they each have a stark focus- Free Inquiry is your Science dedication, while Pen, Brush, and Voice is your Culture dedication. But, once you throw the problem children into the mix, their clear, well-defined design space gets trampled. Monumentality now competes with Free Inquiry as a Gold-specialization dedication, and Monumentality competes with Exodus of the Evangelists for the title of "better Faith dedication."
While my definition of initiators and rewards is mostly for the sake of discussion and the line between them can easily start to blur, I think they're worthwhile tools when it comes to discussing the balance and, perhaps, inconsistent design philosophy of Era dedications, and, to a greater extent, the game as a whole.
3: What might be better?
Here comes the part that might get me redirected to the Ideas subforum. I'm asking for your feedback so we can construct a better Era system. Is the current initiator/reward split in Dark, Normal, and Golden Ages a good idea? Should the purpose of Dark and Normal Ages be greater than "you didn't get a Golden Age, here's some help for next time"? Should Golden Ages be solely designed for strategy-defining specialization rewards? I don't have the answers, but I have been procrastinating sleep for far too long. So, I leave you this longwinded, overwritten discussion post to lead you to your own conclusions.
As for myself, I've got to get to bed.