My idea with 7 and classic mode is that you have to keep the general age structure because so much is built around it, but I think it can be softened very easily. However, the problem is if you can play any civ in any age, you have to ultimately change how age progression works.
I think you should have continuous research into the next age's tech, but at high cost. Once enough players have crossed a milestone, the "new age" is triggered and that tech becomes normal cost, while the last age's tech reduces in cost. This is a global rubber band that keeps all players on a similar cadence. Even after a new age triggers, players still have to conclude their progress in the old tech tree (now at lower cost) before they personally transition. When you personally transition to the new age, you may choose to switch civs.
There will generally be three considerations on civ-swapping:
- You like the idea of cultural change over time and simply prefer to become a new civ
- You are behind, and swapping to an age appropriate civ will be a big leg up
- You want to play classically and always avoid civ switching if you can.
I have to explain this more in a moment, but one advantage of being a civ in the right age is you have direct access to research their civics. The other advantage is that there is an overbuilding bonus if you are an age appropriate civ over previous age buildings. There will be less of a bonus if you are a future age civ, and no bonus if you are an antiquity civ - for overbuilding that is. However, overbuilding will work differently.
You can see how with this simple set of changes, a classic mode could easily be implemented. There are two problems, however:
- Age scaling is disrupted if you play a civ out of age, this means that tiered age scaling of yields needs to be removed. This also means that future age buildings cannot be different merely by existing as the higher scaled yield version of an earlier building.
- If you're in the wrong age, you won't have access to the right civics. In some cases, those civics in an earlier age might even be overpowered or out of place.
I would solve this in the following way:
- Smooth all yields so there is no longer age-based scaling. Something like any building only ever has +1 yield, maybe up to +5 max with all multipliers, policies, bonuses and adjacencies. I mean the base yield of a building or improvement.
- Instead of a civics tree, civs will now have civics cards. 3-5 usually. Civ unique units and buildings will have to be built in the appropriate age, repeating some of the issues 7 was trying to solve, but the civics system should make up for it.
- In the appropriate age, you can apply culture directly to research your civ's own civics cards.
- Outside of the appropriate age, civics cards are gained by osmosis: proximity to other civs, trade, diplomacy or certain achievements.
- The goal is to either build an eclectic set of polices that synergize somehow OR to stay within age-based civ switching to contiguous civilizations, which comes with sets of complementary policies designed to stack in some way. This difference, and the combination between the two, will be the entire flavor of the game. Permitting both classic alt-history scenarios, and sticking with the age paradigm of Civ 7.
- Since buildings don't scale, instead the focus will be on them providing unique functions that create complementarities, synergies or asymmetries. It's an anything goes, Magic The Gathering kind of concept. Maybe there's a toll bridge now that softly taxes all players trading through those roads. Maybe there's a Mithraeum which creates corruption pressure and lets you secretly sabotage someone's religious progress. Maybe there's a Confucian Academy which makes your treasure ships have a higher gold yield, but makes them more attractive to pirate, with no effect on victory points.
- In order to both give buildings more possible functions AND to deal with the "on-rails" complaint about legacy milestones as well as the repetitiveness complaint, I would move away from legacy paths altogether and instead have age based events.
- Age based events are voluntary cadence governing mini-games that produce benefits, but are not related to victory at all. If you remember things like Civ IV World's Fair or even a World Congress. You go to the event menu and make contributions. Ideally, each age has two events, and they don't always have to occur in the same order.
For events I would give them all this basic pattern:
- Use event related buildings to develop your power, explore a side of the event, etc.
- After committing to a side or strategy, pour as many resources as you can into the event if you are trying to win.
- After concluding, winning players will receive benefits that lock-in for the rest of the game.
In the Exploration Age, you might have a Religious Universalism event which is just the conversion of as many settlements as you can to your religion. A second event might be a holy war. The results of the first event might benefit you in the second event. With a crusades, you might be militarily weak, but your cultural success in the spread of religion gives you some military bonuses to help out in the holy war. If you win the religion phase, you might get a benefit that causes your religious buildings to never obsolesce.
Since the asymmetric abilities of buildings are now interconnected with events, then success in events determines whether some buildings will remain as your legacy, or whether you will want to overbuild them later. In this sense, your differently aged buildings will now truly reflect your legacy in terms of what events you were strong in during the course of history.
Ideally, there would be two events per age, and I believe there really should be 5 ages, looking like this:
- Age of Antiquity (2000 BC - 700 AD). Events - World Wonders, Dawn of Literature
- Medieval Age (700 AD - 1490 AD). Events - Religious Universalism, Wars of Religion
- Age of Exploration (1490 AD - 1750 AD). Events - Colonialism, The Enlightenment
- Age of Globalization (1750 AD - 1900 AD). Events - Dawn of Technology, Rise of Nationalism
- Age of Technology (1900 AD - 2050 AD). Events - World War, Information Technology
Since this is a lot to ask for, I would say that the above 5 age structure should be Expansion number 1 fodder. Therefore, an abridged version of the above that excludes the Crusades, the Enlightenment, Nationalism and IT, retaining a three age structure, might be appropriate for an overhaul patch which implements classic mode.
There should be added depth to diplomacy and improved AI, and improved UI. I think that can all wait for the expansion, while the other features should be in a free patch.
This lays the groundwork for a second expansion. To lean into the main premise of these changes, I would add sub-yields to diversify the number of buildings you could have and create more synergies and asymmetries. Things like culture being split into art, music, faith, literature.
That can be fodder for the second expansion, which can add the following:
- Better map generation to include a "land sea" steppe and three distinct centers of civilization.
- An expanded bronze age as a sixth age, where Antiquity now corresponds to the Iron Age.
- Expand the Medieval age with an early Medieval "age of the steppe" or age of trade.
- A massively expanded cultural system with religious enrichments, but in the last two ages much more dynamism including the ability to found a movie studio and sell movies to other countries for economic and cultural effects.
- A financial/corporation layer that interacts with culture, after the transition from the Industrial to Modern Age.
- Deepened diplomacy with many different forms of alliances, where you can be another player's vassal, and later a NATO/Warsaw Pact/Non-Aligned alliance system.
On those heels, they could do a third full expansion which is a future age with Mars and Moon colonization but this time it interacts militarily and economically with your Earth map.
Since the core premise of this is to permit synergies and asymmetries, then there's plenty of room for new Civ DLC that goes bonkers. There will be countless instances of someone discovering a crazy synergy that breaks the game, and I think that's a good thing. Nerfing stupid good exploits and buffing worthless civs in patches, I think, is the bread and butter of this community. Being able to have endless variation to experiment with is what we like as well.
So that's my full idea.