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

And pray that the stream of DLCs doesn't end. :mischief:
And that one of those DLCs isn't a "Contemporary Age" with the most boring civs imaginable.
 
Culture Victory: Journey to the West (Your religion is majority in your homelands)
Economic Victory: The Hanse (Establish Hanse in X number of cities)
Military Victory: The Great Horde
Science Victory: House of Wisdom
 
But journey to the west was written in the 16th century which would be in the age of exploration
 
Being within the framework of Age 1 expansion, Age 2 consolidation, Age 3 expansion, Age 4 consolidation, as far as the religion game goes, I would think that the second age would focus on initial founding and generally passive expansion of religions (aka no missionaries) and not necessarily replacing other religions. Maybe religions spread through narrative events based upon your civ/leader's traits? Militaristic? Crusade/Arab conquests narrative can be an option. Cultural? Narrative events that focus on building religious wonders. Have religions coexist in settlements with bonuses associated with each religion as defined by the founding civ. Maybe limit the number of religions so not every civ can found one?

In age three, bring on the aggressive gameplay of removing other religions through proselytizing, reformation, inquisitions, wars of religion, reconquista, etc. and the player is rewarded for having their religion being dominant. If religions are limited, make founding cities less important (or not a thing) in age 3 and let the civ decide what religion they want to follow (or reform) during that age.
 
https://forums.civfanatics.com/thre...ns-tides-of-power.700893/page-4#post-16894636

Buildings
Age 2: Feudal Age
Buildings
Yields
MonasteryScience, Happiness
TempleHappiness, Influence (Religion)
BazaarGold, Food
Castle (Replaces Dungeon)Defense, Influence, Production, Land Unit Spawning Point
GuildhallGold, Influence
College OR ArchivesScience
KilnCulture
PavilianCulture
Apothecary (Originally Hospital)Food
MenagerieHappiness.
ArmorerProduction
Medieval WallsDefense
WharfFood
ShipwrightNaval Production
Buildings
Age 3
Buildings
Yields
CathedralHappyness (Religion), Artwork Slot
UniversityScience
ObservatoryScience
BankGold
HospitalFood, Sanitary in Crisis
StudioCulture, (Great Artist Point)
Art GalleryCulture, Artwork Slot
BastionDefense (and possibly free defender attacks).
Munitorium/ArsenalProduction (All Military)
DockyardNaval Production
CantonmentProduction, Spawning Point
Chateau (?)Happiness
Theatre CompanyHappiness, Culture
Chamber of CommerceGold

This is what I can think of. some buildings are from Age II.
Revised building lists

Age 2
Buildings
Types, yields and effects
ScriptoriumScience
TempleHappiness (Found Religion, otherwise adopts neighbour religion if maximum religions are founded)
BazaarGold, Food
GristmillFood (Ageless)
StonecutterProduction (Ageless), faster building constructions, +1 production on quarries
SawmillProduction (Ageless), faster building constructions, extra productions on siege and naval units, +1 production on woodcutters
Castle (replaces dungeon)Military and Diplomacy, grants free medieval walls if none were built.
Medieval WallsFortification
GuildhallGold, Diplomacy
InnFood, Happiness
CollegeScience
KilnCulture
PavillionCulture
MenagerieHappiness
ArmorerMilitary, Production
StaithFood, Gold
Shipwright WorkshopProduction
Medieval BridgeRiver Crossing

Age 3
Building
Types, yields and effects
CathedralHappiness, Founds Reformed Religion/Sects when first completed
UniversityScience
ObservatoryScience
Printing HouseScience and Culture
Trading Company OR Chamber of CommerceGold and Influence
WharfFood, Gold
ShipyardProduction
BankGold
Public House/Hotel/Brothel/CasinoFood and Happiness
ArsenalMilitary
StudioCulture
GalleryCulture
FoundryProduction (Maybe ageless or overbuildable)
Theater CompanyCulture and Happiness
Drill SchoolMilitary
BastionFortification
ConsulateDiplomacy
 
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Age 3
[]Building[/][]Types, yields and effects[/]
CathedralHappiness, Founds Reformed Religion/Sects when first completed
UniversityScience
ObservatoryScience
Printing HouseScience and Culture
Trading Company OR Chamber of CommerceGold and Influence
WharfFood, Gold
ShipyardProduction
BankGold
Public House/Hotel/Brothel/CasinoFood and Happiness
ArsenalMilitary
StudioCulture
GalleryCulture
FoundryProduction (Maybe ageless or overbuildable)
Theater CompanyCulture and Happiness
Drill SchoolMilitary
BastionFortification
ConsulateDiplomacy
I feel like the University is a quintessential Medieval building, so I'd personally move that back to Age 2 and combine it with the College already there. That still leaves the Observatory and Printing House as science buildings for Age 3.
The food and happiness building could be a Hospital, whereas a Hotel/Casino works better in the Modern.
 
I feel like the University is a quintessential Medieval building, so I'd personally move that back to Age 2 and combine it with the College already there. That still leaves the Observatory and Printing House as science buildings for Age 3.
The food and happiness building could be a Hospital, whereas a Hotel/Casino works better in the Modern.
How can I forgot Hospital in this new Age 3?
And with this. Scriptorium is the Age 2 Science building.
mmm if Hotel shouldn't be here. Which building should be here and serves the same function instead ?
 
And with this. Scriptorium is the Age 2 Science building.
Yeah, I mean the Scriptorium could be the Tier 1 Science building and the University the Tier 2 Science building.
mmm if Hotel shouldn't be here. Which building should be here and serves the same function instead ?
I mean the Hospital could replace the Hotel/Casino as they have yielded food and happiness in past games, like Civ 5, and the Hotel/Casino could move to a later age. Though maybe happiness and gold work better for them instead of food.
 
Looking at the tech tree. I am pretty sure Civ7 was originally designed with 5 ages in mind.
 
Few more ideas added.
1. Metal Casting Technology is shifted to New Age 3, enables Foundry.
2. Gunpowder is shifted backwards, the last tech before Future Tech are
2.1 Firearms
2.2 Broadside Gun Ports.
3. Corsair Suzerain Bonus is now shifted to New Age 3 also. Feudal Age Suzerain unit is now Horse Archer.
4. Militaristic Suzerain building in Age 3 is Blockhouse.

New Age 3 Civ.
- England
Ability 'Sea King' (for now)
Unique Quarters: Royal Navy Dockyard
- Martello Tower: Free Defense unit.
- Dock (shorthand name)
Unique Units ( 2-0 or 1-1 formula)
Potential Military Units
- Redcoats: Tier 2 Infantry.
- Sea Dogs: Replaces Privateer, Better sight range,
Graphics representation should be Light Race Built Galleon (Think of Golden Hinde)
Potential UC
- General of the Sea: Superior Fleet Commander.

Age 4
Extra tile improvements is Polygonal Fort, can only be built NEXT to district, counts as fortification. add strenghts to player's land units, extra ranged attack strenghts. Available with Military Science.
 
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- Redcoats: Tier 2 Infantry.
I associate Redcoats more with the British Empire, than just strictly England.
Instead, I might use the term Yeoman. The original Yeoman were Longbowmen in the Middle Ages, but you could base these off of the Yeoman of the Guard, created in 1485 and still in use today. Not to mention they were the original users of the '"redcoats".
 
I associate Redcoats more with the British Empire, than just strictly England.
Instead, I might use the term Yeoman. The original Yeoman were Longbowmen in the Middle Ages, but you could base these off of the Yeoman of the Guard, created in 1485 and still in use today. Not to mention they were the original users of the '"redcoats".
But Yeomanry are a kind of elite guards.

Also Redcoats were actually originated from Cromwell's New Model Army raised by the Parliamentarians in the English Civil War.
 
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But Yeomanry are a kind of elite guards.

Also Redcoats were actually originated from Cromwell's New Model Army raised by the Parliamentarians in the English Civil War.
It was an elite guard that still participated in battles. They initially wore the color red too, even if the New Model Army fully adopted it later.

Anyways, I would think a Redcoat unit makes more sense in a 4th age, with it being under Great Britain, instead of Age 3 England, personally.
 
Looking at the tech tree. I am pretty sure Civ7 was originally designed with 5 ages in mind.
What makes you think this? Curious what five ages would look like (Antiquity, Classical, Medieval, Exploration, Modern?)
 
What makes you think this? Curious what five ages would look like (Antiquity, Classical, Medieval, Exploration, Modern?)

Five ages: Antiquity (Bronze age), Classical (Iron age), Feudal-renaissance , Exploration, and Modern. If you look at the tech tree the classical age ends with iron working when most of the civs are based on their iron age versions. Exploration ends with gun powder which actually should be the end of the feudal-renaissance period. My theory is they realized that the bronze age would only have about 6-8 civs. So they collapsed the bronze and iron age together to form the existing classical. They then collapsed feudal and exploration together to make the existing exploration. Probably because Humankind was a flop.
 
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