How to repair the Age transition system -not a civ game- opinions and suggestions

The idea of "one Civ start to finish but adding new abilities throughout the game" was proposed as far back as Civ V and debated on these Forums 'way back then.

The problem is having traits/Uniques that remind you of a specific Civ (Tercios, Keshigs, Hoplites, etc) while using them for a completely different Civ. Giving them generic titles simply kills whatever immersion is left from redefining 'Classical Greece' into a medieval kingdom with Hoplites On Horseback - which is what actually happened after a fashion, but just doesn't Sound Right to the average gamer.

The other problem touched on in the last few pages is the potential choice between keeping the same Civ and 'progressing' to an entirely new one - how to maintain something resembling continuity while obtaining traits useful in the following Ages that may have no 'historical' basis at all - as in, an Antiquity Egypt that didn't exist as an independent polity with any 'Egyptian' traits for the next 2000 years.

Giving the gamer complete control over Civ titles, identities, icons, Leaders, etc and, by extension the names of all his units and Uniques is one way to go, but makes a lousy basis. Again, just for simplification and identification it makes sense to call a Hoplite a Hoplite instead of referring to it as a "middle-class militia with a big solid shield and a long iron-tipped spear in tight overlapping formations". Likewise, a "City State polity full of inventive and discorsive types that like to trade, fight, and debate, not necessarily in that order" is much more easily and universally identified as "Classical Greece" so that we can move along to describing whatever Uniques it deserves.

I suggest (again, I've posted this before) that the distinguishing characteristic for Gamer Choice of Civs could be the Attributes of each Civ.
So, if you start the game playing as , say, Aksum with Attributes of Cultural - Economic, then if you keep playing the basic Civ of Aksum, even under another, gamer-chosen name, through the next Ages, it will always have the Attributes of Cultural - Economic. If you want/need to play with other Attributes, you have to change Civs.

AND to change Civs, you have to establish some prerequisites for the change, just as now: no 'out of the blue' swapping Aksum for Dai Viet just because you prefer Viet's combination of Expansionist - Cultural Attributes - although, that would be easier to manage than a swap to Normans, who are Diplomatic - Militaristic, because that would require finding a path to justify changing both Attributes, not just one.

Same with any other Unique or characteristic of the Civ. Want to play with a Tercio-like infantry unit? Play Spain, or adopt the mixed-weapon formation that was the original Colunela that became Tercios - which will require changes probably including social/civic as well as technological and might even include interaction with the 'right' IP (as an example, note that Carthage's Unique Unit, the Numidian cavalry, came from an ally, not Carthage itself, and Mongolia's 'Keshig' horse-archer had antecedents in other steppe cultures stretching back almost 2500 years before 'Mongolia' became a recognizable polity)

Finally, and I will keep hammering on this point, the basis for any game system has to be Gamer Choice. I firmly believe the biggest problem with Civ Switching is not the mechanic itself, but the fact that it was presented as an Absolute Requirement: no matter how well you are doing with Aksum in Antiquity and how well you weather the Antiquity Crisis, you HAVE to change to a complete other Civ for the next Age. That makes no sense, gives the gamer no reward for success in the previous Age, and gives said gamer little or no continuity from one Civ/Age to the next.

Change that one mechanic to a more flexible one allowing the gamer the choice of continuing or completely reshuffling his Civ instead of being forced to follow a single, rigid path, and I suspect the rest of the problems people perceive with the game systems will be much more manageable..
 
How would the narrative events be triggered though? Especially for civs/leaders that have many options. Random chance or multiple events to choose from?
Narrative events already have tonns of potential triggers - meeting some civ or independent power, building something and so on. When you could just check whether the conditions are met - for example, Carthage has a special narrative event triggered on meeting Roman civilization. So, it's possible to fit nearly anything here.
 
Narrative events already have tonns of potential triggers - meeting some civ or independent power, building something and so on. When you could just check whether the conditions are met - for example, Carthage has a special narrative event triggered on meeting Roman civilization. So, it's possible to fit nearly anything here.
Hm, maybe I formulated my query in the wrong way. Let's make an example:

You play antiquity with Persia led by Augustus. There's 10+ options that make sense for the next age. How does the game handle which civ event is triggered? Based on fulfilling in game criteria (e.g., if you reconquer a city, you get the event for Spain that's associated with Augustus)? Or do you get to choose in a pre-event which quest line you want to follow? Or double get 10 different civ quests and accept/decline as wished for?
 
Hm, maybe I formulated my query in the wrong way. Let's make an example:

You play antiquity with Persia led by Augustus. There's 10+ options that make sense for the next age. How does the game handle which civ event is triggered? Based on fulfilling in game criteria (e.g., if you reconquer a city, you get the event for Spain that's associated with Augustus)? Or do you get to choose in a pre-event which quest line you want to follow? Or double get 10 different civ quests and accept/decline as wished for?
Any of those in any combination. For example: you could get an event on conquering a settlement - if it's first Roman settlement you conquer, you could choose between Spain and Norman to unlock, if it's the first Maya settlement, you unlock Inca; on top of this you could have any number of other events.
 
The idea of "one Civ start to finish but adding new abilities throughout the game" was proposed as far back as Civ V and debated on these Forums 'way back then.

This is what actually happens in previous installments via Governments, Policy cards, wonders with civilization wide effects, great people, city states suzerainty, secret societies, dedications, and so on. I maintain that civ swapping is a mechanic that brings only problems and solves little, if anything, since your civilization in previous installments evolved just fine throughout the game.
 
Hm, maybe I formulated my query in the wrong way. Let's make an example:

You play antiquity with Persia led by Augustus. There's 10+ options that make sense for the next age. How does the game handle which civ event is triggered? Based on fulfilling in game criteria (e.g., if you reconquer a city, you get the event for Spain that's associated with Augustus)? Or do you get to choose in a pre-event which quest line you want to follow? Or double get 10 different civ quests and accept/decline as wished for?
I think the second. It's similar to what they have already (unlock through Gameplay).. just with less Narratives...
If the Requirements for Normans is 3 Iron Or 5 Walls... then either 1 Iron or 3 Walls would Trigger the Quest.

Civ/Leader unlock (Norman-America) quests could be triggered by finishing the previous civs Unique Civics or Getting one of the Leader's Quests in the previous age

And perhaps (since some people have "all civs unlocked") the quest could give a bonus to the unique civics of the civ

so 3 Iron OR 5 Walls unlocks Normans.. opening up a Quest... getting 4 Iron AND 7 Walls AND 3 Traditions slotted completes the Quest and gives you +10% to Norman civics (or 50 free culture in your first Norman civic)
 
This is what actually happens in previous installments via Governments, Policy cards, wonders with civilization wide effects, great people, city states suzerainty, secret societies, dedications, and so on. I maintain that civ swapping is a mechanic that brings only problems and solves little, if anything, since your civilization in previous installments evolved just fine throughout the game.
I'm sorry. "evolved just fine throughout the game" means what? What definition of "just fine"?

Personally, I found the entire concept of a 6000 year duration single polity utterly ridiculous and a massive Fantasy element jammed down my throat.

BUT, as posted, I find the rigid You Must Utterly Change Your Civ Every X Turns to be equally ridiculous, a deus ex mechina slammed down on the gamer regardless of how his own Civ's 'narrative' is going in the game - and so the opposite of what the designers said they were trying to accomplish.

In fact, Civs both persisted as cultures (Greece, Egypt) and as related governments (China) for most of recorded history. Still others persisted or evolved over two of the game's Ages while maintaining a specific Identity (Britain/England, France, Korea, Japan, etc)

That, in my view, makes both the Continuous Civ and the Civ Switching mechanics completely inadequate to model the 'write your own narrative' they are trying to sell us. As I posted before, it's as if we can write our own narrative, but without using any adjectives, adverbs or prepositions - which makes for a pretty dull narrative, IMHO.

We need to be able to Choose which is most appropriate (or Possible) in our individual game: maintain or revise or abandon and start over our Civ with nearly the same, almost similar, or radically different characteristics as our play, the game situation, and, yes, Random Events guide us.
 
The idea of "one Civ start to finish but adding new abilities throughout the game" was proposed as far back as Civ V and debated on these Forums 'way back then.

The problem is having traits/Uniques that remind you of a specific Civ (Tercios, Keshigs, Hoplites, etc) while using them for a completely different Civ. Giving them generic titles simply kills whatever immersion is left from redefining 'Classical Greece' into a medieval kingdom with Hoplites On Horseback - which is what actually happened after a fashion, but just doesn't Sound Right to the average gamer.

The other problem touched on in the last few pages is the potential choice between keeping the same Civ and 'progressing' to an entirely new one - how to maintain something resembling continuity while obtaining traits useful in the following Ages that may have no 'historical' basis at all - as in, an Antiquity Egypt that didn't exist as an independent polity with any 'Egyptian' traits for the next 2000 years.

Idle tinkering:

You have five (number can be tweaked), call them, traditions slots. Each tradition in the game is associated with a specific minor or major civilization. In addition, you have a unique unit and building, which are determined by your civilization.

At game start, you start with an ancient era civilization, with all five of its matching cultural traditions already pre-set. As the game progress, you can unlock new traditions by meeting and trading with civilizations that have them, by encountering the minor civilizations that originate them, or by researching certain technologies or accomplishing game actions. You can then swap those traditions in place of your preexisting ones. Swapping traditions does not, in and of itself, change your civilization - it only represent foreign influences, not a complete change of culture.

But, if the majority of your major civilizations traditions are from another (major) civilization, then culture change DOES happen (or you are offered the choice to ditch the offending traditions and not take them up any more traditions from that civilization). You change civilization, and unlock the new UU and UB as appropriate.
 
I had an idea for a "build your own" civ approach. You would start the game in the Neolithic Age as a tribe, with your settler and scout, with just a tribal bonus. That's it. No uniques. As the game progresses and you settle cities and gain culture, you can add your first civ bonus. When you are the first to discover a certain tech, you get the option of claiming a unique unit or building attached to that tech. Once you claim that unique, other civs cannot get it. You get a max of 3 uniques per game, so you have to be careful which unique you want to claim. As you interact with another civ, you can add their civ bonus to yours. You can also swap a civ bonus for another one but at a cost. When you reach a new Age or are the first to reach a certain civic, you might get to choose to add another civ bonus. By the end of the game, you might have 5 civ bonuses. This would represent how your civ started as a humble tribe and eventually became more civilized. It would allow players to customize their civ based on their gameplay and events in the game. And it would allow civs to "evolve" naturally since you could swap civ bonuses representing the change in your civs culture.
 
This is what actually happens in previous installments via Governments, Policy cards, wonders with civilization wide effects, great people, city states suzerainty, secret societies, dedications, and so on. I maintain that civ swapping is a mechanic that brings only problems and solves little, if anything, since your civilization in previous installments evolved just fine throughout the game.
A single city could acquire a bonus, not your entire civilization. Policies gave bonuses but couldn't change your gameplay much. They should have created identity policies like "gain more production in tundra or desert climates," bonuses to combat strength, and also a penalty if you weren't adapted to that type of climate. In autocratic governments, governors generate disloyalty, and in democratic governments they only have mediocre skills, but in oligarchy governments they are super powerful because they share power with the player. Wonders were good, but many of their benefits should have been obtainable by others and should have applied to your entire civilization, not just one city. Then some kind of evolution would have existed.
 
Idle tinkering:

You have five (number can be tweaked), call them, traditions slots. Each tradition in the game is associated with a specific minor or major civilization. In addition, you have a unique unit and building, which are determined by your civilization.

At game start, you start with an ancient era civilization, with all five of its matching cultural traditions already pre-set. As the game progress, you can unlock new traditions by meeting and trading with civilizations that have them, by encountering the minor civilizations that originate them, or by researching certain technologies or accomplishing game actions. You can then swap those traditions in place of your preexisting ones. Swapping traditions does not, in and of itself, change your civilization - it only represent foreign influences, not a complete change of culture.

But, if the majority of your major civilizations traditions are from another (major) civilization, then culture change DOES happen (or you are offered the choice to ditch the offending traditions and not take them up any more traditions from that civilization). You change civilization, and unlock the new UU and UB as appropriate.
I had an idea for a "build your own" civ approach. You would start the game in the Neolithic Age as a tribe, with your settler and scout, with just a tribal bonus. That's it. No uniques. As the game progresses and you settle cities and gain culture, you can add your first civ bonus. When you are the first to discover a certain tech, you get the option of claiming a unique unit or building attached to that tech. Once you claim that unique, other civs cannot get it. You get a max of 3 uniques per game, so you have to be careful which unique you want to claim. As you interact with another civ, you can add their civ bonus to yours. You can also swap a civ bonus for another one but at a cost. When you reach a new Age or are the first to reach a certain civic, you might get to choose to add another civ bonus. By the end of the game, you might have 5 civ bonuses. This would represent how your civ started as a humble tribe and eventually became more civilized. It would allow players to customize their civ based on their gameplay and events in the game. And it would allow civs to "evolve" naturally since you could swap civ bonuses representing the change in your civs culture.
Let's do some Fusion process here.
- Again, idle tinkering and figuring.

If any Traditions are going to implement changes by adoption, then an odd number is almost required - makes it easy to tell when your Civ has gone Majority Something Else. The exact number would depend on how many and how specifically we want to 'tie' the Traditions to specific elements of the game. There are a lot of ways to do that, from the currencies (Gold, Culture, Science, Influence) to various Social Policies or even to some category of Iconic Events.

Having any Unique or element on a 'first come' basis keeps the spirit of competition in the game, but in a game spanning 6000 years nothing should be Unchangeable. The Unique any Civ 'chooses' in 2000 BCE is very, very unlikely to still be an Unchanged part of that Civ 4000 years later - even very few languages are still intelligible over that span of time, let alone other cultural elements like burial practices, family dynamics, etc.

On the other hand, as both of you are intimating, the change from one Unique/Tradition/Element of a culture to another is a Major Event which should have numerous subsidiary effects and focus or start to focus the culture in a different direction from where it was and where it was going before.

And note that in both of the above 'systems' there is a basis for enough changes or the right combination of choices/changes to be reflected in a specific Civ emerging from those choices with either a set of Uniques attached or another set of choices among potential Uniques - your in-game version of Greece, Rome or the Xiong-Nu may not be the same every game or the same as their historical models.

And, to expand Choice, anything resembling the fusion of these ideas should also include a 'set' of Traditions or Civ elements so that a gamer can choose from the start to play Some Kind of Greece. This would be a more structured approach, but allow for the gamer that really wants to build a Parthenon somewhere sooner or later and can't be bothered to guide his Neolithic or Start of Game tribe to the Parthenon Point through a set of varied choices. Of course, remaining 'Greece' after a certain point may not be the best choice in that game, but that is still a choice, too.
 
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Greek civilization was united by its gods and its language (I believe), but each of its cities was different from the others: Sparta was Sparta, and Athens was Athens. Roman civilization was standard; all had to have aqueducts, baths, and order. Likewise, a player should be able to choose between having full control or granting greater independence to their civilization.
 
I personally am of the school of thought that this game isn't meant to be super serious, and I'm all up for my aboriginal Civ have kangaroo horsemen fighting the ancient American cavalry, but maybe that's just me

I'm not looking for custom, I'm looking for specific (arguably OTT) flavour because it's fun and feels fitting with a game where you (used to) be able to start out the American empire or launch spaceships as egypt
 
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Greek civilization was united by its gods and its language (I believe), but each of its cities was different from the others: Sparta was Sparta, and Athens was Athens. Roman civilization was standard; all had to have aqueducts, baths, and order. Likewise, a player should be able to choose between having full control or granting greater independence to their civilization.
Empire management in an game about empires? Where would that lead to?

In a way, this existed in earlier titles with corruption, in civ V with puppet cities and in 7 with towns, but not consequentially in any, as you didn‘t really give up any control, just yields or assign a different function to some cities. Playing early China (super strong rump state, loose control over wider territory) or Rome („outskirts“ can be wealthier than the core lands) would make a nice difference, if modeled well.
 
That's right, they take away good things from the game to force you to get an expansion (I miss the palace in Civ 1). It's a game of civilization, not empires. Empires die, but civilization continues to evolve, sometimes due to foreign imposition. Like in Crusader Kings 3, where you're a vassal of someone stronger, but you don't lose the game and you get stronger by being subjugated. So every civilization rises and falls, but it doesn't die; it waits for its chance to shine again. Like in the Cradle of Civilizations in the Middle East. And then they remove strict victory types, and you can win your way.
 
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