[Mod Potential] 4 Age systems: Add Medieval Between Antiquity and Exploration Age.

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There's a reason why Four Ages System should be implemented here as follow.
Age
Antiquity
Feudal
Exploration
Modern
Year Intervals
6000 BC - 0 AD​
400 - 1400 AD​
1400 - 1700​
1700 - 2000​

1. There are too wide 'Transitional Lost Ages' in between. And each age is TOO SHORT.
2. The most problematic age is Exploration (Age 2 in current system), Gunpowder weaponry evolution is described incorrectly. Also everything is too crammed up to my likings.

Unit Lists
Antiquity (Basically almost unchanged, except name conventions).

Unit Classes
Tier 1
Tier 2
Tier 3
Infantry
Warrior​
Spearman​
Phalanx​
Cavalry
-​
Chariot​
Horseman​
Ranged
Slinger​
Archer​
-​
Siege
-​
Ballista​
Onager​
Naval
Barge*​
Galley​
Polyreme**​

*Barge is a paddle longboat, alternatively dubbed 'Canoe'. it is a direct predecessor to (oared) galley
** Renamed from Quadrireme. and it should looks more imposing with twin towers.

Feudal

Unit Classes
Tier 1
Tier 2
Tier 3
Infantry
Footman*​
Man At Arms​
Halberdier*​
Cavalry
Cataphract*​
Knight​
Heavy Knight*​
Ranged
Heavy Archer​
Crossbowman​
Serpens***​
Siege
Mangonel​
Trebuchet​
Bombard​
Naval
Long Ship **​
Cog​
Carrack#​

* Renamed units
- Footmen is now a combined arms infantry, basically 'medieval spearmen' with shock attackers added to the mix (swordsmen who sometimes wielded axes)
- Halberdier is just a renamed pikemen. Halberds were used more, basically as a screening elements to pikemen block
- Knights in full plate armor, incorrectly described as the High Middle Ages units while in truth they shown up near the end of Middle Ages.

** Medieval Galley actually. this included Norsemen Longships and Mediterranean Dromons and Chelandes.
*** Arquebusiers and Musketeers having a range of 2 hexes are historically inaccurate. what it did at THAT range (300 meters away, maximum effective range of archers and crossbowmen) is only psychological damage that hardly affects hardened veterans. even of a musket does a hit at that range. it could only would a person but doesn't do a killshot, if targeted opponent wears plate armor, at that range musketry lost AP factor.
Quite a converse. Forged Iron Bombards are miniaturized into cart mounts and adjustible tillers. and even swivel guns used primarily as naval and fortress point defenses. used also as field artillery as Jean Bureau demonstrated its usefulness in field battles of Castillion (itself was a siege, but the Battle against English Relief Effort led by John Talbot and his son is 'Siege turns Field' battle) and Formigny (1450, This is an actual field battle where iron forged cannons are designed and used for field battle is first used there). Any gunpowder field artillery existed before (Including Song era gunpowder field artillery shown up in the 'Book of Fire Dragon') weren't really effective weapons, dealing more of psychological, and less of physical damage. even one that it does a real kill (Ribaudequins, A.K.A. Organ guns, which itself the first field artillery in Europe) does more of scaring enemies off. While there are so many barrels on a ribaudequin, each of these bores were as small as arquebuses and muskets which will be developed later. but so many barrels means more reloading times. Something scatter shots (grapeshots or canister shots) used by bigger field cannons of any kind does MUCH better in just one barrel. (same ROF as a generic ball shot).


Basically any bombard crews showing in the actual game wore wrong outfits. these chaps still wore armor (remember Hundread Years War infantrymen).

#Carrack is now equipped with deck cannons and swivel guns. actually more of light guns and not really so many cannon, no more than 20 big guns, most of these were old school bombards. Also still more reliance on boarding actions.

Exploration: Heavily Reworked due to some units shifted
Unit Classes
Tier 1
Tier 2
Tier 3
Infantry
Pikemen​
Pike and Shotte​
Musketeer​
Cavalry
Lancer​
Harquebusier/Pistolier​
Cuirassier​
Ranged
Coulverin​
Demiculverin​
Field Cannon​
Siege
Cannon​
Mortar​
Howitzer**​
Naval Light*
Balinger​
Caravel​
Brigantine​
Naval Heavy#
Great Carrack​
Galleon​
Man of War​

Some more descriptions
1. This is equivalent to Renaissance in previous Civ games. Generally any unit dressings of the late Age II (standard) will be generic dressigns of the entire reorganized Age III. This also should be when Rough Seas affect deep ocean navigation until a certain tech is research.
2. Pike and Shotte should ideally has a range of 1 hex away. But this came at graphical prolems--Pikemen didn't carry firearms so there's no shooting animations.
3. Musketeer returns! originally as Musket-heavy Pike and Shotte (Dutch Battalions, and later Swedes Squadrons. Both of which are nemeses to Imperial Tercios), and developments of light muskets and volley tactics, and later flintlocks and bayonets. pikemen elements abandoned their pikes and recieved musketry drills as well. In some countries where flintlocks and bayonets weren't developed or adopted (until much later), musketeers were simply advanced foot soldiers that developed musket volleys to the point of being 'arts' and 'science'. Such examples were Ming, Qing, and Vietnamese Divine Machine Corps. The other classic examples were Ottoman Janissaries (and other islamic copies), Muscovite Streltsy, Early 18th Century Burmese and Ayutthayan army (it is said that their respecitve core elements developed their brands of Linear Infantry on their own, the true 'Line Infantry' as truly Europeanized were a very late invention there.
4. All ranged units here used trunioned guns. though Coulverin is a hybrid 'Tiller and Trunion' field cannon, with some iron forged examples existed, and some casted irons and bronzes existed as well.
5. Cuirassiers in base game is misplaced. Evolutionary path included either Pistolier or Harquebusier for some reason, because while Harquebusiers were originally 'light' cavalry, Gustavus Adolphus II repurposed them as heavy chargers because Sweden was poorer than Holy Roman Empire (and Spain) and thus a large number of heavily armored poistoliers (who are heavy chargers) is simply beyond their reach.
6. Naval Light is generally faster than Naval Heavy, and cheaper to make and operate. good as attacks, bad as defense. and ill suited when attacking city unless a move to capture.
7. Great Carrack has more guns than ones of previous age. basically these are rebuilts of previous iterations. one Carrack begun as Clinkers only to be converted to carvel hull (Mary Rose is an example). I might even consider 'Galleon-> Race Built Galleon -> Man of War.

Modern: The final age. and thus Five Tier System is used here

Unit Classes
Tier 1
Tier 2
Tier 3
Tier 4
Tier 5
Infantry
Line InfantryRiflemanShock TroopsAssault InfantryMobile Infantry
Cavalry
Line CavalryCavalryCombat Car*/Carabinier*Medium TankMain Battle Tank
Ranged
Horse ArtilleryRifled CannonQuick Firing CannonAntitank GunGun Howitzer
Siege
HowitzerSiege RiflesSiege ArtillerySelf Propelled ArtilleryMLRS
Naval Light
FrigateCruiserLight CruiserDestroyerMissile Frigate
Naval Heavy
Ship of the LinePre Dreadnought IroncladDreadnoughtBattleshipHeavy Missile Ship*
Submarine
--Submarine-Boomer Submarine
Carrier
--Aircraft TenderCarrierSupercarrier
Combat Aircraft
--BiplaneFighterJet Fighter
Ground Attacking Aircraft
--Trench FighterDive BomberGunship
Bomber
--Biplane BomberHeavy BomberStealth Bomber

Evenmore descriptions
1. There are requests to add Line Infantry in between Musketmen and Infantry in Civ6, oddly there's no requests for Line Cavalry regardless that they're basic heavy chargers of 18th - 19th Century--Big men on big horses with or without cuirass plate armor. and even without armor doesn't mean they're less dangerous. British Empire is really fond of the use of armorless heavy cavalry. Basically 'Cuirassiers' of this era are incredibly rare. too often associated to elite guards. Later on these Line Cavalry became more gunny particularly as advanced firearms (particularly revolver pistols) became available.
2. And Line Infantry of some civs aren't graphically represented properly. while generic Europeans got either Mid 18th or Early 19th Century, Asians, Middle Easterners, and Africans got 1860s era uniforms. Basically this is Riflemen uniforms (and IRL 'Siamese Line Infantry' shown in Haw Wars already used breechloading Snider Rifles by then! not flintlock Brownbess of the Ayutthaya - Kaungbaung wars - Siam VS Dai Viet war which King Rama III fought against Emperor Min Mang of Nguyen Dynasty.)
Siamese Royal Army Uniform-Early Rama V.jpg

They already used breechloading Sninders now.
Well I don't mind them wearing Kepis, while historically they switched to wider crown caps like this.
463116385_2823578431135418_8772350749078491435_n.jpg


3. Howitzers as defined in Civ7 is incorrect. Originally it meant a kind of siege artillery developed by Swedes in 1690s.
And the name 'Assault Gun' is lame. the actual name should be Self Propelled Artillery
4. And Cavalry transitions to AFVs. mmmm not really easy to pinpoint 'when'. But Cavalry with many Infantry wargear including Submachineguns and Light Machineguns, Hand Grenades and same Steel Helmets did existed well into WW2, and even as late as Rhodesian Civil War, where Whitemen Tyrants used these horsemen armed with modern assault rifles against Black Insurgents back in 60-70s. and it still worked very well. However, Motorizations did play a pivoting role in modern warfare. The First Armored cars existed even before the WW1 broke out, but did little in front line, what that did alot are early tanks (Landships). However these weapons were very 'One Offs'. Designed to break the unbreakable trench lines of the Western Front (and it did). Only as fast as a man's walking pace. Much slower than an average horse gallop. and mechanically unreliable (as per internal combustion engines of that time, which only at the second stage of evolutions). After these weapon's sucess in 1918, it never saw any action ever again after that. And armored car resumed development as to respond to Colonial Insurgency after the war ends. One such interesting development is a kind of duplex drive of 'tanks' that can be driven with wheels just like any armored car.
med1-3.jpg

However the first truly 'mobile' tank has to wait until late 1920s with Carden Lloyd eventually developed Tankettes for exports. and shortly later Vickers 6 ton.

5. Light Naval units lineups aren't really correct, Firaxis never understood Ironclads correctly. these were heavy ships. Ironclads are by no means 'light'. Hampton Roads is really an exception rather than a rule.
6. And 'Heavy' naval unit is where Ironclads should be. and should also be represented as Pre-Dreadnoughts.
And 'Heavy' should mean 'more powerful'. what shown up in actual Civ7 games are sorely nerfed.

To be continued. Buildings and Wonders.
 
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Buildings.
This is abit short. and not always what i'm really pleased. There are Ageless and Persistence. some that's persist isn't always relevant. such as Hospital, Market, and Lighthouse.
But not all. Here are lists of buildings of all Four Ages. IMAO I will left Antiquity buildings as it is. what that should be fixed are Age 2, 3 and 4

Few changes proposed
1. Dungeon should be changed to Castle. and it should instead serve as spawning points. Same production and influence characteristics but no adjacency bonus with resources. Also comes with a free medieval walls (and thus more expensive to make).
Historically 'Dungeons' are located underground or basement of an existing building (usually administrative compound as in Justice Bao TV Series). that even Civ7 Civilopedia said that. A dungeon is a part of building complex of different, or multipurpose built. like a villa. (Where political enemies or criminals were contained, and tortured), or more famously a basement of any (usually big) castles. Which also made as residence and military base. 'Production benefits' from dungeon actually came from what fortified castle compound has -- an arsenal, and no. these aren't worked by penal labor, rather professional craftsmen and apprentices who were recruited or joined. Only when castles became useless due to the introduction of bombards did castles repurposed into penitary compound, the most famous was Bastille, and The Temple (originally Knight Templars HQ, later repurposed to do the same thing Bastille did in the Ancien Regime, and both were demolished for political reasons).
And Castle now has its own attack--unmovable unit permanently stationed.
2. Armorer should be Workshop, and discarded spawning points in exchange of more productivity (+).
3. Bank, Observatory, University and Hospitals shouldn't be in Feudal Age. With this Apothecary should replace hospitals. What should instead be here is Abbey.
ALTERNATIVELY University should become Ageless now. and lost adjacency bonus. Golden Age variants became stronger but can't be built in the next.

These shall be buildings in Age III
1. Bastioned Walls. Bombproof fortifications that also becomes increasingly stronger with a technology that enhanced siege guns.
2. Hospital and Bank are buildings of this age
3. Navy Dockyard. AGELESS
4. Printing House and Observatory should be here. and also University (if it is not ageless).
5. Arsenal also a spawning point.
6. Bank and Merchant House. both are gold structure
7. Studio and Theatre. (Culture building, and with happiness tagged)
8. Hostel is a food building.
9. Furnace.
10. (another Happiness building 1)
11. Either Bawdyhouse or Casino (Happiness building with gold bunus).
(anyone else think of better alternatives?)
11. Church House or Meeting House.

Age IV (Modern Age)
1. Defensive Fortifications should now changed into an appearance of Polygonal Fort.
And I don't think there should be other changes as of now.
 
Lists of Civilizations to be available by four ages. (Vanilla and Potentials)
Antiquity Age
- Greece
- Rome
- Egypt
- Aksum
- Persia
- Maurya
- Funan
- Han
- Maya
- Missisipian
- Yayoi
- Celts

Feudal Age
- Khmer
- Normans
- Vikings
- Franks
- Iberians
- Byzantines
- Abassids
- Chola
- Majpahit
- Tang
- Kamakura
- Haida
- Inca
- Songhai
- Mongolia

Exploration Age
- England
- Spain
- Kingdom of France (Fleur de Lys)
- Ottomans
- Kongo
- Ayutthaya
- Toungoo
- Aceh
- Shogunate
- Hawaii
- Shawnee
- Safavids

Modern Age
- Britain
- Prussia
- French Empire (Fasces)
- Russia
- Siam
- Kaungbaung Burma
- Qing
- Mughal
- Buganda
- America
- Mexico
- Meiji Japan
- Maratha

And all should be reworked with upgraded selves. Also there are basically some UUs that has to be reworked
1. Majpahiti Cetbang is a sailer, not galley
2. Mexican Soldaderas should be Tier 2. Mexican Army began relying on militias or armed civilians after so many political instability, coupled with worst defeats at the hands of Texans (and later Americans) whacked much of the proud Napoleonic Army into band of rogues.
3. French Empire UU should be renamed 'Fusiliers'. Basically this should be the name of Modern Age Tier 1 infantry, but since it didn't, French should take this name, and they wear generic shakoes. Upgraded self wears blue long coats and Adrian Helmet as Shock Troops.
4. American UU should also be renamed G.I. Joes. if it is gonna applies to BOTH Army and USMC. and now Tier 3.
5. Meiji 'UU' should now become UC called 'Kikan' (Flagship, 旗艦). Itself BOTH act as combat unit (Heavy warship) and command ship. Tier II as before (Mikasa is one of the last Predreads built, and IJN also invested in 'All Big Gun' battleships even when HMS Dreadnought is being built).
 
It could. but might be the second expansion. some civs must be reworked.

Normans are rightly where it is, while Franks should be in reformed Age II (Capitol is Aachen).

Now on to the objectives of each age. not really easy to think. particularly in details

Age 1. basically the same.
Age 2 (Feudal).
Military Victory should be. "The Sacred War". or "The Great Horde".
Economic Victory should be 'The Great Merchant Guild'.--basically maintain active trade routes. and it works similiar to vanilla Economic Victory of Modern Age.
Science Victory should be
- 'The Renaissance'. Treasure hunt to win codex.
- 'The Alchemy'. Win 'The Phillosopher's Stone'.
Basically the return of Civ6. 'Race for Great Scientists'
Cultural Victory remains the same.
Age 3
Cultural Victory should be 'Master of Arts'. and returns of Civ6 'Race for Great Artists'.
All else remain the same. and this include the new Age 4

Next on Crises.
 
While this can be fine for modding - something players can use or not as they prefer - none of the reason given (which essentially all boil down to "but realism") are actual good reasons to add a whole new era to the main game.

Better develop (and expand on, and lengthen, and most importantly add civs to) the existing eras than to waste design space and time on having to design a whole new era for time periods already covered by the existing ones.

(And the in-game exploration era start long before 1400, for crying out loud)
 
While this can be fine for modding - something players can use or not as they prefer - none of the reason given (which essentially all boil down to "but realism") are actual good reasons to add a whole new era to the main game.

Better develop (and expand on, and lengthen, and most importantly add civs to) the existing eras than to waste design space and time on having to design a whole new era for time periods already covered by the existing ones.

(And the in-game exploration era start long before 1400, for crying out loud)
There are good reasons to do.
1. Normans ceased to exist as distinct autonomious civilization by 12th-14th Century. Those in England no longer called themselves Normans but rather Englishmen, and were separated from those in continental Europe. (Particularly Normandie), eventually by the end of Hundread Years War. there were no more 'Free Norman States' left. Those in Normandy became French (and franconized). Around the same time Spanish emerged in 15th Century.
2. Evolution of gunpowder weapons are very off! see also my unit list proposals.
Is it okay for you to have muskets of Age II that actually HITS at the range of 300 meters or even across a big river? like Sittang River where the narrowest point is about as wide as Chao Phraya River at Bangkok or wider.
^ Basically the actual lock system is off (Flintlocks shown in the movie is anachronistic), but this musket seen here is actually a wall gun. but I don't think it could hit anyone at the distance over 500 meters. the width of the narrowest point of Sittang River can be as wide as 3 kilometers! Which it is a range of field cannon of some size. and might be 9 - 12 pounder demiculverins (which has longer barrel than regular field cannons) which Prince Naret might have).
^ The bridge over Sittang River. originally a railroad bridge built by Japanese invaders in the Second World War. This is the narrowest point where Prince Naret and his men crossed. (can't remember the year it happened but by the late 16th Century) and according to a chronicle. '(Prince Naret) hit a pursuing Hanthawaddy Army Commander with his wall musket). The movie even said that the musket itself is constantly consecrated, and destined to be wielded by 'The Great Ksatriya' and do an impossible kill shot at his enemy who stood much farther away'.

These oversized wall guns aren't field weapons, even forked muskets carried by early musketeers aren't THIS big. and thus distances shouldn't be THIS far.

What's your reasons why 'Exploration Age' is rightly began BEFORE 1400 AD?. What's your arguements AGAINST my proposals?
 
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1) ALL eras - all of them - have civs that did not actually exist at the same time in them. They always will. Even if you split Medieval and Exploration apart, you'd still have Sassanids (vanished c. 7th century) and Normans (appeared 10th century) in the same era, which is pretty much the same as your Norman-Spanish example.

Civ has ALWAYS had civs that didn't exist at the same time appearing together in the game. The division of the game and era does not, and should not, change that.

2)Actually, yes, I'm fine with that. The game is not a simulation of military history, and it shouldn't be either. Ranged weapons have been firing at absurd range since ranged attacks were introduced into Civ, this is not somehow more of an issue now.

So...no, not good reasons.

My argument against your proposal is that it is a waste of design resource to expand the game to cover more eras rather than to focus on improving the existing ones. Three eras should be perfectly enough for any game ; if they are developed to their potential. On the flip side, no amount of era will help the game if they remain half-baked eras and we keep trying to solve the problem by adding more of them.
 
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2)Actually, yes, I'm fine with that. The game is not a simulation of military history, and it shouldn't be either. Ranged weapons have been firing at absurd range since ranged attacks were introduced into Civ, this is not somehow more of an issue now.
And this nailed down to your conclusion to oppose my proposals?

and note that Linear Infantry of the next age did NOT have the same range advantage arquebusiers of Age II has.
What that actually more correct weaponry used there should be 'field cannons' of any kind. either tiller cannons made of forged irons, or trunioned guns made of cast metals.
and it existed by mid 15th Century. before musketry of any kind came to be.

^ Here. this is the first 'Field Cannon' existed. and those with longer barrel with the same caliber and being muzzle loader also existed. Guns that Bureau brothers developed and equipped French Royal Army in 1450s. Guns that used in the field against English Ambitions to claim Throne of France. and proudly ended that, at Formigny, and Castillion.
 
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At best - at best - this might call for changing the unit system up.

Not adding whole new ages.
 
^ What could it be? Four tier units in Age 2 and 3?

For Age 2 unit list if Three Ages system stood.
AgeTier 1Tier 2Tier 3Tier 4
InfantryFootmen*Men At ArmsPikemenMusketeer*
CavalryCourserKnightLancerCuirassier*
RangedHeavy ArcherCrossbowmenTiller CannonCoulverin*
SiegeMangonelTrebuchetBombardSiege Cannon*
NavalMedieval GalleyCogCarrack*Galleon
* Renamed from existing units with graphical appearances. see also unit proposals under Four Ages system.
 
I meant more removing one unit from the tech tree and adding another, if one of them *really* doesn't work. We do not need every development in military history represented in the game.

But sure, we could do it with four tier of units per era.
 
ADDENDUM: A name 'musketeer' is used as a place holder. Historically these men began as Pike and Shotte, and over time with more muskets added to the mix, and some countries even developed musket volleys even by the late 16th Century before flintlocks and bayonets came to be.
Alternatively the term 'Brigade'. or 'Squadron' might be used (it came from the term of Pike and Shotte formations used by Dutch and Swedes respectively, those that has more musketry than pikes, and developed volley fire that beats Spanish Tercio.

There also a reason (rather trivial) why there should be Four Ages. and Exploration Age is 3rd.
Fortifications.

Bastion fortress
 
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