End of age crises

They don't look so bad. A little too weak if anything. -5 combat vs independent civs, okay just dont fight independent civs. -10 gold per suzerain, okay if you only have 1 or 0. and since the AI gets the same crisis it balances out automatically. One other thing mentioned that I dont like is that wars get cancelled during the transition timeskip (which is massive)
Well I think the invading barbarians are independent civs.

I agree it’s too weak, if it was more serious, than it would make more sense for wars to stop on time skip because the crisis pulls all your attention.

And hopefully even if everyone has the same crisis, it is more severe for the “winners” of the age
 
But it is an actual ingame event. We saw that barbarian hordes spawn during a crisis. I believe this is the case for the other kind of crisis as well.
The entire system feels like the Fall of Rome in Civ 5 scenario which forced the Roman Empires to pick bad policies, while also pushing other civs into their nation through conquest. I like it. It's different.
 
The entire system feels like the Fall of Rome in Civ 5 scenario which forced the Roman Empires to pick bad policies, while also pushing other civs into their nation through conquest. I like it. It's different.
A lot of the age stuff seems pulled from old scenarios. Treasure fleets was a scenario mechanic in a past one for example
 
About the crises being too weak or what...

An idea:
It could be made it that the severity of the crises scales with difficulty level,
so the higher the difficulty, the higher the crises penalties would be...
(-2, -5, -10 happiness, etc.)
 
About the crises being too weak or what...

An idea:
It could be made it that the severity of the crises scales with difficulty level,
so the higher the difficulty, the higher the crises penalties would be...
(-2, -5, -10 happiness, etc.)
I was thinking they could just include a crises intensity option, like they do for natural disasters.
 
Something I thought up while watching some of the YouTubers: They could put an option before game start where the Crisis cards would be randomly assigned. That way you have to deal with whatever happens in the Crisis instead of choosing the cards that affect you the least.
 
Are there two crisis per age on launch? I thought there might be a bit more variation but have only seen the happiness one and the barbarian one in antiquity previews. The happiness one feels a little "off" with settlements abruptly flipping between player and AI sometimes on the same turn. I do like the crisis mechanic in general though :)
 
Are there two crisis per age on launch? I thought there might be a bit more variation but have only seen the happiness one and the barbarian one in antiquity previews. The happiness one feels a little "off" with settlements abruptly flipping between player and AI sometimes on the same turn. I do like the crisis mechanic in general though :)
There are 3 different Crisis both at the end of Antiquity and the end of Exploration.
 
Sorry I haven't been collating the info myself. Unsure if it happens at the end of Antiquity but the is a Plague one. I'm sure someone will be able to give you an answer around here. :)
 
Probably not the case for the barbarian one, but Exploration does seem to have a plague crisis, and it seems pretty bad. It can kill Commanders and units too.
 
Are there two crisis per age on launch? I thought there might be a bit more variation but have only seen the happiness one and the barbarian one in antiquity previews. The happiness one feels a little "off" with settlements abruptly flipping between player and AI sometimes on the same turn. I do like the crisis mechanic in general though :)
Yeah…low happiness rebellion should make the settlement into an IP that is Hostile to the civ it left (it should only join another civ if originally founded by that civ.
 
Balancing the intensity of the crises is pretty key to the game I think. They need to be challenging but not overly punishing - if players decide to ragequit at the end of the first age, Firaxis clearly hasn’t solved the issue of unfinished games! :lol:

I agree that crises should punish more successful players more. Otherwise it will reinforce, rather than prevent, snowballing. This seems easy to implement - make the dark age policies scalable, so the happiness impact is more severe the higher your number of settlements; spawn more barbarians in the middle of large empires, etc.
 
Ed said that there are 3 different Crises for each Age, but there's a Plague crisis in both Antiquity and Exploration. I don't know about the other two for Exploration; I think I've only seen the Plague one. The details of the Plague might be different in Exploration, I don't think you can build Physicians in the Antiquity one.
 
Ed said that there are 3 different Crises for each Age, but there's a Plague crisis in both Antiquity and Exploration. I don't know about the other two for Exploration; I think I've only seen the Plague one. The details of the Plague might be different in Exploration, I don't think you can build Physicians in the Antiquity one.
I'm Pretty sure one of the Exploration ones is a Revolution (ie France/American...hopefully not just unhappiness but also rebel military units)
 
I'm Pretty sure one of the Exploration ones is a Revolution (ie France/American...hopefully not just unhappiness but also rebel military units)
:yup: ... and the splitting up of cities of a civ in a civil war (as in Civ 1) ?
 
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