In a prior post I noted how age transition comes too fast and sort of ruins the fun of Antiquity. I never really build out something then deploy it. On the suggestion of a commenter, I set age length to long (in addition to playing at epic speed; in both cases under discussion, I was playing a huge map).
This really worked for me especially because as Tonga I had time to physically get all over the map and had tons of time to attack with naval units, retreat, heal, go back again. Over and over without the clock running out. It's not like I was benefitting from unlimited time, my rival Persia was spawning new units, colonizing new settlements on the other side from our border. Regardless I was able to really have a good and involved naval campaign.
Another thing that happened was the painfully slow game pace revealed the significance of the changes which have been made over the past many patches. The old quartz-city meta is gone. Since there's no longer a city growth meta and since food isn't completely irrelevant now, for the first time with Civ 7 I felt like I could choose a strategy and it would be valid. Sailing, logging, mining, farming, fishing and so forth all stood as valid paths if it was well suited for the places I wanted to turn into cities. I'm sure there's still a production monster meta, but the various nerfs held back monster production more than previously.
With the slow game speed, once a city matured and came "on line" it could really do a lot of damage for a long time while other settlements catching up were far behind. I'm saying that the pace of empire growth slowed in proportion to game speed, but the pace of production and yields in mature cities felt faster in proportion. It felt like the strategic choices I made earlier were coming on line and letting me do things like set up trade routes and raid coasts, while the rest of my empire (and those of the other players) continued a slower, steadier growth. This meant divergent or even later strategic choices had time to come on line and affect outcomes with time remaining for further changes and outcomes to occur before the age ended.
I appreciated this, but it coincided with a pain point. As Tonga I wanted to max out the use of my unique district. I thought I could pump out culture with a bunch of trade routes. The only problem is that on huge map size, this was a little bit harder (as I didn't absolutely prioritize chained trade outposts, which would have been cool, but also would have been a waste the culture it would have yielded wasn't that important). One feeling I had was, "Gee, I wish I could have scoped out whether this map position was the right one for Tonga's abilities before picking Tonga."
I know the idea of picking your civ after you found your capital has been floated, as is the idea I'm about to mention, but I really think letting you dynamically change civs would really contribute to 7's core premise with few other changes.
You would have a default civ for each age that's weak, and you'll have to do something to earn a civ (build a boat, build X wonder). This assumes long age length. Then, around age 25 on standard speed but with the longer ~250 turn ages, you might pick your civ. Or wait. It would be first come first serve, and based on a mild unlock condition.
You would initially be called something like "Hatshepsut's Tribe" with a capital named after something appropriate (Franklin would get Philadelphia). When you select your civ finally, it's like a civ switch, with a couple of optional bonuses, and your capital is renamed. Maybe you get a free settlement as one optional bonus.
Over the course of the age, you can trigger another civ switch based on some parameter (maybe after many military defeats, or lots of trade with foreign powers; unlock conditions basically). Here there is an aggressive localized mini-crisis that will affect you alone, but maybe there will be something like "Your trading partner has the plague, do you want to quarantine and stop the trade route, or risk catching the plague to keep trade going".
I imagine an 11th hour 3rd civ selections would be the best you could accomplish, with 2 civs being rare and risky and towards the end of the age.
Dynamic civ switching would be a way to catch back up. To adjust your strategy if your scouted neighborhood isn't as suitable as you once thought. Maybe expert players can strategically double up on civs to achieve crazy synergies.
Obviously, when you stop being a civ, you lose all its benefits. I would say you have to choose some traditions and buildings to lose. If a civ is abandoned, no one should be able to pick it again, meaning at some point civ switching will no longer be possible once all are taken.
You can also collapse back into the default civ during a crisis. This would mean some traditions and buildings will be lost and not carried forward.
I think this concept will become too large in scope if there's any other changes to cross-age civ switching, so I would say that you should start Exploration Age with a new civ unless you choose, "We are still rediscovering our identity" and go for the default civ and wait to civ switch later.
Finally, in order to accommodate the minimalist "keep your civ" feature, I think that an alternative mode, rather than having you fully civ switch, will let you "change cultures" basically unlocking a culture tree to progress through. It would function and be paced just like dynamic civ switching while keeping superficial name continuity. With one exception
The one thing to make civ continuity work is to retain some essential civilizational ability. So, devs would have to go to each civ and create a milder interpretation of the civ ability (some civs are stronger in their policies, some in their units, some in their ability) that is milder and ageless.
Secondly, each civ would require a default name. Han China would have to be "Confucian Agricultural" orientation. Egypt would be "Desert River Agriculture". Tonga would be "Ocean Going Trade" orientation.
So, "America" would pick the "Ocean Going Trade" cultural orientation which is just ultimately identical to Tonga, but would also have the ability prospect a resource outside a settlement's limits.
Dynamic civ-switching would get people thinking more about complementary ability sets, and see the "civs" as particular adaptations to certain historical conditions that you can exploit for "the empire you believe in".
This way, you can sell a feature set as "Byzantium Civilization", but implicitly what you're selling in the classic mode framework is a "cultural orientation", a policy set that can be selected strategically for the current map conditions facing your chosen civ, and if your strategic needs change, even within an age, you can flex to a different "cultural orientation". Or, you can strategize complementary civs and try to stack one set of tradition cards then switch to the other and combine their bonuses.
I think this approach - which fully allows for "My civilization is changing and we're renaming and look different" with minimal differences - would finally sell the civ switching concept.
What makes it all work for me is the longer ages where, even if I'm growing slowly overall, I get some part of my empire that's moving fast enough so I can do things and see things happen. And after doing a bunch of fun small things, then realizing that my big picture direction needs to change, I can switch to a different feature set.
This really worked for me especially because as Tonga I had time to physically get all over the map and had tons of time to attack with naval units, retreat, heal, go back again. Over and over without the clock running out. It's not like I was benefitting from unlimited time, my rival Persia was spawning new units, colonizing new settlements on the other side from our border. Regardless I was able to really have a good and involved naval campaign.
Another thing that happened was the painfully slow game pace revealed the significance of the changes which have been made over the past many patches. The old quartz-city meta is gone. Since there's no longer a city growth meta and since food isn't completely irrelevant now, for the first time with Civ 7 I felt like I could choose a strategy and it would be valid. Sailing, logging, mining, farming, fishing and so forth all stood as valid paths if it was well suited for the places I wanted to turn into cities. I'm sure there's still a production monster meta, but the various nerfs held back monster production more than previously.
With the slow game speed, once a city matured and came "on line" it could really do a lot of damage for a long time while other settlements catching up were far behind. I'm saying that the pace of empire growth slowed in proportion to game speed, but the pace of production and yields in mature cities felt faster in proportion. It felt like the strategic choices I made earlier were coming on line and letting me do things like set up trade routes and raid coasts, while the rest of my empire (and those of the other players) continued a slower, steadier growth. This meant divergent or even later strategic choices had time to come on line and affect outcomes with time remaining for further changes and outcomes to occur before the age ended.
I appreciated this, but it coincided with a pain point. As Tonga I wanted to max out the use of my unique district. I thought I could pump out culture with a bunch of trade routes. The only problem is that on huge map size, this was a little bit harder (as I didn't absolutely prioritize chained trade outposts, which would have been cool, but also would have been a waste the culture it would have yielded wasn't that important). One feeling I had was, "Gee, I wish I could have scoped out whether this map position was the right one for Tonga's abilities before picking Tonga."
I know the idea of picking your civ after you found your capital has been floated, as is the idea I'm about to mention, but I really think letting you dynamically change civs would really contribute to 7's core premise with few other changes.
You would have a default civ for each age that's weak, and you'll have to do something to earn a civ (build a boat, build X wonder). This assumes long age length. Then, around age 25 on standard speed but with the longer ~250 turn ages, you might pick your civ. Or wait. It would be first come first serve, and based on a mild unlock condition.
You would initially be called something like "Hatshepsut's Tribe" with a capital named after something appropriate (Franklin would get Philadelphia). When you select your civ finally, it's like a civ switch, with a couple of optional bonuses, and your capital is renamed. Maybe you get a free settlement as one optional bonus.
Over the course of the age, you can trigger another civ switch based on some parameter (maybe after many military defeats, or lots of trade with foreign powers; unlock conditions basically). Here there is an aggressive localized mini-crisis that will affect you alone, but maybe there will be something like "Your trading partner has the plague, do you want to quarantine and stop the trade route, or risk catching the plague to keep trade going".
I imagine an 11th hour 3rd civ selections would be the best you could accomplish, with 2 civs being rare and risky and towards the end of the age.
Dynamic civ switching would be a way to catch back up. To adjust your strategy if your scouted neighborhood isn't as suitable as you once thought. Maybe expert players can strategically double up on civs to achieve crazy synergies.
Obviously, when you stop being a civ, you lose all its benefits. I would say you have to choose some traditions and buildings to lose. If a civ is abandoned, no one should be able to pick it again, meaning at some point civ switching will no longer be possible once all are taken.
You can also collapse back into the default civ during a crisis. This would mean some traditions and buildings will be lost and not carried forward.
I think this concept will become too large in scope if there's any other changes to cross-age civ switching, so I would say that you should start Exploration Age with a new civ unless you choose, "We are still rediscovering our identity" and go for the default civ and wait to civ switch later.
Finally, in order to accommodate the minimalist "keep your civ" feature, I think that an alternative mode, rather than having you fully civ switch, will let you "change cultures" basically unlocking a culture tree to progress through. It would function and be paced just like dynamic civ switching while keeping superficial name continuity. With one exception
The one thing to make civ continuity work is to retain some essential civilizational ability. So, devs would have to go to each civ and create a milder interpretation of the civ ability (some civs are stronger in their policies, some in their units, some in their ability) that is milder and ageless.
Secondly, each civ would require a default name. Han China would have to be "Confucian Agricultural" orientation. Egypt would be "Desert River Agriculture". Tonga would be "Ocean Going Trade" orientation.
So, "America" would pick the "Ocean Going Trade" cultural orientation which is just ultimately identical to Tonga, but would also have the ability prospect a resource outside a settlement's limits.
Dynamic civ-switching would get people thinking more about complementary ability sets, and see the "civs" as particular adaptations to certain historical conditions that you can exploit for "the empire you believe in".
This way, you can sell a feature set as "Byzantium Civilization", but implicitly what you're selling in the classic mode framework is a "cultural orientation", a policy set that can be selected strategically for the current map conditions facing your chosen civ, and if your strategic needs change, even within an age, you can flex to a different "cultural orientation". Or, you can strategize complementary civs and try to stack one set of tradition cards then switch to the other and combine their bonuses.
I think this approach - which fully allows for "My civilization is changing and we're renaming and look different" with minimal differences - would finally sell the civ switching concept.
What makes it all work for me is the longer ages where, even if I'm growing slowly overall, I get some part of my empire that's moving fast enough so I can do things and see things happen. And after doing a bunch of fun small things, then realizing that my big picture direction needs to change, I can switch to a different feature set.