End of age crises

Hope RtR and CotW come with an extra crisis or two each, I imagine the same three per age might get repetitive after a while.
Also hoping for a piracy-related one at the end of Exploration, similar to the Antiquity barbarian one.
 
Hope RtR and CotW come with an extra crisis or two each, I imagine the same three per age might get repetitive after a while.
Also hoping for a piracy-related one at the end of Exploration, similar to the Antiquity barbarian one.
I think a limited pool crises and strict repetition legacy paths might turn out the most hindering features for playing this game for hundreds of hours. But I would expect that isn't a revelation.

On the other hand: what other crises are really impactful for the whole map at the end of an age? A science or culture driven crisis is not that interesting to have at this point. Famines are missing currently imho. And civil wars could be an alternative for a military crisis - but maybe some players hate the very idea of randomly losing half your empire and having to conquer it back?
 
What I’d like to see are additional crisis
ie everyone gets a global/all in one land crisis (barbarians / plague)
and each civ can also get additional individual crises on top of that (regional famine/other economic collapse, political breakdown-happiness/rebel units, religious strife.)
 
and each civ can also get additional individual crises on top of that (regional famine/other economic collapse, political breakdown-happiness/rebel units, religious strife.)
Those could be crisis-related narrative events. Not sure of something like that exists already. But if not, that would be a good addition imho.
 
Reflecting on my own psychology of intense player focused crises: I tried some severe dramatic ages in VI where half of your empire would split off and join a golden age AI to loyalty in ~5 turns. Even though I wanted the pain, it felt pretty demoralizing since victory was so closely tied to having cities and it felt like I lost everything I invested there (the ai was also stronger militarily). It was a fun and memorable game but I get why vanilla didn’t do that. In my current game it Stellaris, I just lost half my empire to AI claims and getting hit directly by the first crisis. However since I could move most of my pops to my surviving empire (and put them on new high-pop planets) I am feeling the narrative arc of the loss and a pivot, without fully derailing my game.

All this to say, I think VII’s strong reward for legacy paths will help make it less crushing to lose cities in crises so long as it doesn’t wipe out one’s progress on these paths. Overbuilding will also help me be less attached to the work I had done in my lost cities.

Now let’s just hope the game files have separate player and AI crisis settings…
 
How do game settings influence the crises?
1. Are they the same on all difficulty levels?
2. Does the number of turns they last change as you change the game speed and age length settings?
 
On the other hand: what other crises are really impactful for the whole map at the end of an age?
The explosion of a super-volcano ? The impact of a meteorite ? A tsunami ? A mega earthquake ? A change of the Earth's magnetic field ? An alien invasion ? The incarnation of Alfred E. Neumann ?
 
You can increase the crisis severity in advanced options. I am currently trying that out. So far, my first crisis has started and all I have noticed is that I have to pick 2 policies in round 1 instead of 1.
 
Also, there's no crises on the modern age but there's plagues in the exploration. Sort of like crises but crises only on the ancient age.
 
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