Yeah it should be searchable. It was also a discussion of what the community probably wants from such a change.Was there an old thread for suggestions, particularly on how to tackle a classic mode?
I thought personally that you can simply have soft transitions with a rubber band effect (on tech costs per age), and default civs if you choose not to civ switch. I would also extend the sense of continuity by bridging some systems between ages, i.e.: religion begins in late antiquity, and factories begin in late exploration. I think the only additional need change would be aged warehouses where you can't overbuild last age's warehouse until you've built the new age's warehouse, but you could overbuild a warehouse with a warehouse.
I also felt age based yield increase should be flattened to smooth the difference between the performance of buildings, specialists should be replaced with general specialists (one per yield type per age per city, paid for with food).
The would result in you being able to continue to build last age units and buildings in the next age until you were ready to upgrade a city, perhaps with a strategically timed overbuilding bonus. A concession to this idea is that tier 3 units would now be equal in strength to a tier 1.5 of the next age, so developing them and retaining them would be worthwhile, but only until other players achieve tier 2 tech.
