Overview of Mechanics

Chasing political correctness usually involves adding syllables.
You can't call them Barbarians if the relationship you have with them is for the player to decide.

It needs to be neutral, like Independent or Minor. But apparently they can have more than one city now, so minor may not make sense if they end up more powerful than standard Civs.

I need to see more of this because it has "Independent Power becomes Full Civ" written all over it.
 
But the Firaxis developers themselves have framed the change in terms of political correctness
it’s not that it’s not a factor, but gameplay changes obviously matter more to both the devs and the players, so going “woe is me, the devs have gone woke” is not really productive in the broader conversation
 
I wouldn't be surprised if "independent powers" becomes "independents", at least in conversation. Which would mean it's the same as neutral mobs and factions in games such as Age of Wonders and Heroes of Might and Magic.
 
There will no longer be a global competition for the acquisition of Great People. Instead, Great People will be only be available to their historical civilizations (e.g. Imhotep for Egypt) upon the completion of a certain milestone (e.g. researching a unique cultural civic).
I remain unconvinced of this. This seems to be based solely on the fact that Egypt and Rome have unique great people, but we've seen unique great people in the past (Civ6 Gran Colombia, Civ5 Mongols).

(Great write-up, by the way!)
 
I remain unconvinced of this. This seems to be based solely on the fact that Egypt and Rome have unique great people, but we've seen unique great people in the past (Civ6 Gran Colombia, Civ5 Mongols).

(Great write-up, by the way!)
I don't think any Youtubers came across any form of great people, if I remember correctly, other than the various unique ones to their respective civs. It could also be that a wider version of Great People isn't acquired until after the Age of Antiquity, such as needing one for founding a religion, but I don't know why it would be implemented that late? :dunno:
 
I don't think any Youtubers came across any form of great people, if I remember correctly, other than the various unique ones to their respective civs. It could also be that a wider version of Great People isn't acquired until after the Age of Antiquity, such as needing one for founding a religion, but I don't know why it would be implemented that late? :dunno:
Could just not be in the game yet, or disabled for the preview builds because they were unfinished, etc.
 
They should just call them NPCs - Non-Player Civilizations. Especially if they still give side quests to curry favor like in 6 :)

I feel like Civ 5 BNWs/Civ 6 Great Work (via Great People competition) was quite popular, and came from Ed, so I'd be very surprised if they got rid of it. It might just return in the exploration or modern ages however. Tbd.
 
Could just not be in the game yet, or disabled for the preview builds because they were unfinished, etc.
I wouldn’t imagine they were disabled for preview builds. It was meant to be a vertical slice, which implies feature complete but limited in scope.

I’m wondering if maybe certain Antiquity civs have their own access to unique great people (Greece comes to mind as a candidate), with the mechanic opening up for everyone else in later ages.

But whatever happens, I don’t expect to see GPP make a return. Seems counterintuitive to the design of the game, in that it’s another set of yields to keep track of. Perhaps they’d be unlocked with wonders or civics or government event chains or independent nations, if they’re even in at all.
 
I don't see why they couldn't have continued to call them City States and just say that some of there Friendly, Aggressive, Economic, etc
 
I don't see why they couldn't have continued to call them City States and just say that some of there Friendly, Aggressive, Economic, etc
We've been told they can have more than one city.
 
I hope that the path and product of the previous era remains relevant. Starting from scratch from one era to another makes you lose the charm of civilization.
 
How many civs will be present on the map at max size?

Really like a jam packed map. 18, 24, less? Scanned for it but couldn't see it.
 
I hope that the path and product of the previous era remains relevant. Starting from scratch from one era to another makes you lose the charm of civilization.
Not starting from scratch.
You keep
Your settlements (although some cities may become towns)
Your troops (updated to new era)
The "Traditions" (Policy cards from your previous civs)
Wonders/many Buildings (although some buildings will lose much of their yield)
?Some other bonuses from your unique civics tree?
?some fraction of your gold?
?some diplomatic agreements?
Your techs/Civics (with necessary ones filled in)
 
Do we yet have an explanation how the expanding map works? Presumably that means more Civs are added. But how will new civs compete with civs that have already been building up in the antiquity age?
 
Do we yet have an explanation how the expanding map works? Presumably that means more Civs are added. But how will new civs compete with civs that have already been building up in the antiquity age?
The map literally expands . . . and new lands are available to find across the ocean.

These new lands will be populated with additional Civ's. But its not clear if there will be Antiquity Civs playing on the New World during the Antiquity Age or if they just spawn in some Exploration Age civs.

I suspect the later and these new Exploration Age civs will have some time to develop since the Exploration Age appears to begin at 400 AD and it will take some time before you unlock ocean travel and send explorations there. Having the new civs spawn in also would set them back a little which would lead to us discovering them first before they develop the tech to come find us?

For the Modern Age I don't expect there to be any actual map expansion, but its possible that some areas (like polar regions) could now be unlocked via modern techs.
 
Indepedent Peoples are basically what I was suggesting to name "Nations" while the main playable civs are "Empires".
You know as an State/Polity can be multinational (also plurinational), your Empire can annex those Nations.

Remember also that the term Nation is used for groups of peoples that share a common identity even if they are not centralized or are truly indendent (something that fit their vassalage > annexation mechanic). Meanwhile Empire is traditionaly used for the playable powers.
 
I hope that the path and product of the previous era remains relevant. Starting from scratch from one era to another makes you lose the charm of civilization.
Not starting from scratch.
You keep
Your settlements (although some cities may become towns)
Your troops (updated to new era)
The "Traditions" (Policy cards from your previous civs)
Wonders/many Buildings (although some buildings will lose much of their yield)
?Some other bonuses from your unique civics tree?
?some fraction of your gold?
?some diplomatic agreements?
Your techs/Civics (with necessary ones filled in)
Krikkit1's answer to your query is a good one.

However, as detailed in my original post, there is yet more to add in regards to how a civilization's past will affect its present and future. The following items will all be retained or even built upon by each civilization throughout the Ages of the game:
- Leader Promotions
- Commander Promotions
- Social Policy Slots (a new slot is unlocked for every Celebration)
- Unique Quarters (formed by two unique buildings)
- Improvements/Rural Districts
- Pantheon/Religion
- Certain resources remain beneficial for multiple Ages
- Artifacts (e.g. Codices - Scientific Great Works of Writing); though to what degree their bonuses remain is unknown
- Bonuses from Technology/Civic Masteries (?)

To further elaborate on Krikkit1's post - the nature of buildings from previous Ages will also determine what a player is able to build on top of them in later Ages e.g. you might not be able to build a factory on top of an ampitheatre or a spaceport on top of a market.
 
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