Taefin
King
- Joined
- Nov 28, 2020
- Messages
- 825
I find this very interesting. Perhaps it suggests that FXS paced modern assuming much fewer yields would carry over (my understanding is that it is mostly specialists that would make the difference, boosting new buildings to 20-30 yields instead of 7-8. This might mean to slowing down tech/civic progression would be a simpler way to get modern running 120 turns instead of 60.I finished a Deity Modern Age Advanced Start game last night and I feel like it gave me some insight into this topic. Some relevant notes:
Some conclusions I made from my game is that 1) the Modern Age in a full game lacks a setup phase like Antiquity (founding your civ) and Exploration (getting to Distant Lands) which makes the victory race much more prevalent, 2) despite being paced better, tech still felt funneled into Space Race and I ended up with all masteries rather than having to choose to specialize, and 3) Influence and Gold are even more important than they were in previous ages and I had to be careful with how I choose to use it compared to my full playthroughs. Playing Modern Age just by itself definitely feels more complete, but my conclusions only reinforce my belief that the Modern Age should be extended rather than a 4th Age added.
- Modern Age lasted to about 120 turns or 80% age progression
- AIs adopted ideologies shortly after me despite rushing for it
- AIs pursued the Space Race legacy path competitively with most getting to 2/3 before I reached victory
- AIs utilized tier 3 modern Age land and naval units wars, aerodromes were present but not utilized for war
- Influence and Gold currencies were much more precious due to scarcity compared to cost
Whether there is a fourth age or not (and I hope not, mostly because I don’t think FXS or any of their competitors has figured out, or seriously is interested in figuring out, how to make contemporary gameplay interesting or an AI to remotely play it), I think the modern civ bonuses need to be dialed up to be relevant alongside the power of factories and specialists on high adjacency districts. The issues I see:
1) Because their adjacencies are usually pretty low, unique buildings/quarters’ main use is for ageless bonuses, an extra building with some yields, and a few that have powerful quarter effects. I think the modern ones need to have per-quarter bonuses like other late game buildings.
2) The modern UI feel strangely weak and focused on food, at a stage in the game where growth matters least, is about to be accelerated by factories already, and there is already more food buildings available than I ever get around to building (in cities, let alone in towns).
If modern UB/UQ/UI were much more powerful, it would make an interesting choice whether to dip into the civ civic tree earlier, and allow civs to shine even if modern remained short (and by T60 I feel very done with it) or were extended through tech/civic costs to 80-90 turns.