pre-release info Gameplay Mechanic Discussion: Ages

pre-release info
I really like the idea that each of new age is a bit of a "new start" in many ways it seems.

In theory, this really sounds like it should keep the game more competitive and more interesting for longer, and reduce snowball (or the reverse effect when someone falls behind so much).

Also, I hope the Crisis mechanic will be well executed - it has potential to be a really fun climax, but it might also end up feeling too arbitrary.

This is the change that I'm the most interested about overall.
 
1. Important to me is the pace, how many turns on average are we going to be? Is the game still roughly 500 turns in total?
2. Is there always the samr Crisis each age or do they change? Fairly sure that Exploration Age Crisis includes the Plague mechanic (mentioned on another server that one of the policy mentions infected settlements).

These are the key questions I have and am Curious to find out the answers to. This is what will make/break the game for me.
 
It would be interesting if there was a mix of possible Crises for each era. Maybe plague is a possibility in all three, climate change or global war can hit in the modern era, imperial collapse or the sea peoples in the ancient era, holy wars or revolutions in the Exploration era, that sort of thing.
 
Youtuber ursa who was among the invited to firaxis to play said each age is modeled to last between 150 and 200 turns on standard speed.

I too fear crises Will be always the same and will get old soon. First age one might often be barbarian incursions, i expect.

If last age are world wars with actual competitor players then that will at least be organic. Playing against players instead against the game. Wouldnt mind that repeating.
 
It would be interesting if there was a mix of possible Crises for each era. Maybe plague is a possibility in all three, climate change or global war can hit in the modern era, imperial collapse or the sea peoples in the ancient era, holy wars or revolutions in the Exploration era, that sort of thing.
In a new Rocket Beans interview with Ed Beach, I think he says that there are multiples kinds of crises to encounter in each era. Also mentions World Wars.
 
I wonder what the experience will be like to choose to start the game in either Exploration or Modern age. I think they mentioned in passing that this option will be available, and I'm curious how they'll handle the fact that the map will be completely empty when the game begins. Maybe there will be curated starts or "scenarios" provided by either Firaxis or the community, where you'll get to basically "resume" a game that has already been played up to the beginning of a certain age.
 
First of all, thanks to the OP for the compillation of information.There is a lot to discuss and guess in here. Especially intriguing for me are two pieces that have not been dealt in detail in preview info:

>> Legacy paths, that as presented seem to work as "victory objectives" for the Era. This will, of course, be a more underestandable feature if you play (as Ed says you can) a single-age game. As far as I can tell from the screnshoots and released images (specially IGN video, as far as I have seen, makes a good tour throug the screens), the further you advance trough the victory/legacy paths for an era, the most bonuses you can add to your "new era" civ (so, "winning" an era may be interesting just be cause of this). I expected many legacy bonuses to be bonuest of "old era" civ that you can retain for your "new era" civ, (would make sense: a triumphant past will be remembered even when the world and ideas changes) but as I have re-checked the videos, the legacy bonues seem pretty generic.

"victory"/legacy path advancement seems as well one of the main factors to push forward the "era bar" towards the inevitable crisis that brings it to an end. As far as i gather of info shared, this would not be the only factor increasing the bar, but I'd bet these "+5 of era progress for all players" in each legacy path milestone are one important driver (and are applied to all players, ensuring all of them see the increase in the era bar at once).

>> And this introduced the second intriguing point: the crisis period. It also makes sense, tematically, that as you approach the "victory" on an era you also trigger the factors that would end it, making it not ony a random event "just because" the timer run out, but the natural order of things, as you become more refined and peak specific heights, the world counter-reacts with the unfathomable events that lead to a crisis. Still to be seen nevertheless if crises have different options and how these options are triggered, but I'd love that this would be dependant. I would love if crises are ideed logically/historically related to the most progressed legacy path. As some example the crisis related when an antiquity cultural path (wonders of the world) is most fulfilled by several players may be internal corruption -"babel tower" mith + satraps and other local governors competing amongst themselves for most beauty, while the crisis associated to a more evolved military path might be internal rebellion (echoing praetorian guard + rebel legion "caesars"), and the crisis effects associated with a more progressed economic legacy could be barbarian invasions... another clear example, on exploration age, having the "plague" crisis linked to the commerce peak, wile revolutionary crises (e.g. french revolution) being associated to scientific progress...). I guess these effects could "stack" in different order as the crisis period intensifies.

I see as well the crisis periods as "intermediate" Ages (Middle Ages from antiquity to exploration, Revolutionary Age from exploration to modern), that are associated to big switches in the way the world is configured (not discounting they use the WorldWar/Cold war period as a crisis age in the future to move to a fourth "Information Era" that moves into future, but this seems expansion material), and -eurocentric or not- tend to have a widespread impact (e.g. things like black plague impacted all eurasia with some years delay, but connected by peak old age trade routes).

Crisis seem as well a sort of rubberband as, altough the negative events will impact everyone, they should probably impact harder those in the lead, making them need to invest some of their advantage on surviving the crisis (not to say crises will not impact other civs, and even that too weak civs may not be able to cope with it and dissapear, but that at the end the one with "200 points" might have lost 100, and the one with "400 points" might have lost 200 (so their difference is reduced from 200 to 100). But it is a rubberband that feels even logical the way history is told (and, if you were the underdog with a different strategy, and the crisis, as comemnted above, is focused on lead civs strategy type, you may even take advantage of the crisis to gain some positions in the leaderbaord).


But there is still to much to see in these mechanics. They have potential for the best and the worst... I'm crossing fingers.
 
When starting a new game from 2nd or 3rd age, I am expecting it will be a standardized yet randomized start. Like, you always start exploration age with 5 settlements. Modern age with 8 settlements of specific size etc.
 
Thanks @thecrazyscot for compiling this!

Can we appreciate for a minute that there is an economic legacy path? There very well could be an economic victory in the game bybdefault
 
I Really like the idea of expanding the map.... I could see Antiquity civs being limited in how far their units can go (like Triremes in the ocean but for land scouts to..and triremes on the coast)... so that Antiquity civs will never get beyond one "continent" in Size. Hopefully, the map isn't fully revealed until the Exploration Age.

Units slowly lose hp if outside of your territory (more if in hostile terrain)... and Settlements/Cities have strong distance from Capital penalties (to Gold/happiness)

And the whole Start/End when you want is great for shorter games.
 
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Biggest issue with this "Ages" concept appears to be that the number of players available changes from age to age. Limit of five in the Antiquity Age; limit of eight in the Modern Age. That's not exactly MP friendly...
 
Biggest issue with this "Ages" concept appears to be that the number of players available changes from age to age. Limit of five in the Antiquity Age; limit of eight in the Modern Age. That's not exactly MP friendly...
Actually I think it makes perfect sense for an MP Game

You want a 3 Era MP Campaign? Start with 5 or less human players, add AIs to fill out the initial, and more AIs as the game goes on.
 
I would imagine the numbers they have used so far are based on standard size and speed. I know the Switch has limits on how many players can be in a cross-platform game, but there's no indication that 5/8 is the maximum or only option for other platforms, is there? I would assume, until it's confirmed one way or the other, that you can customize the number of players and added civs (though I do wonder if there would be a minimum number of civs added for each map size).
 
I would guess that it includes AI too.
The expansion of the map might make room to add more civs, and give some a totally fesh start, in e.g. the new world.
This would allow you to start a new civ game in this era, and directly start with an exploration era civ with their normal leader, and that is an option you would otherwise not have.

having new tech trees every age is just a useless addition,like WHY??

Just FYI, that is like it was in Civ3.
 
For me, I've always enjoyed the early to mid game of civ...then around the mid game it generally turns into a somewhat boring slog. I pretty much know at that point if I'm going to win or lose and it's a matter of clicking my way to victory.

The fact that the three age system seems to rubberband everyone back to a more level playing field and open up new mechanics/options/exploration/etc seems like it'll keep things interesting for the whole game.

I also like that it'll keep me from snowballing the AI...it seems like you'll still be rewarded for doing well in a prior age over another player, but everyone is still fighting with the same units so no tank vs spearman in the Modern Age.
 
Interesting:

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This definitely implies that during an Age Transition by default some of your cities will revert to ... towns, is it?
 
It will be very interesting indeed to see how this plays out. As others have said, it might end up feeling contrived and repetitive, or it might be exactly what the game needed to fix the stale mid-and-late-game that civ6 suffers so badly from.
 
Interesting:

View attachment 700558

This definitely implies that during an Age Transition by default some of your cities will revert to ... towns, is it?
I kinda like that, it'd be another way to even the playing field.

But then this legacy option would completely remove that "penalty" that would affect everyone else. Imagine if you could keep 12 cities while everyone else was reduced to 3, and a bunch of towns

Other legacies could be pretty strong too, but in my mind keeping all your cities (especially if you did a lot of conquering) sounds pretty strong
 
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