So how does civ switching feel, and how do you approach it?

I 'love' this notion that magically all civilizations cease to exist during a certain time frame, cos this is how history worked, right? Of course, there is no other choice for this weird civ switch mechanism, but that doesnt make it any better
 
Civ switching -- that is, having a new set of unique buildings to build, new units to train, new civics to learn -- is fun for me. It really reinforces to me that this age / era is quite different from the age that preceded it. Sit up in my chair, rub my hands together, have a good think about what to do next.

Era transitions -- that is, buildings changing yields, units being replaced and relocated, IP disappearing, resources changing -- are also both impactful and fun. As the progress meter approaches 75%, I give serious consideration to what I can, or cannot, finish before the age ends. Can I get that wonder finished? Can achieve this legacy path and not that one? Should I take an enemy city, or pack up into the commander and return home? Are any of my cities at risk of flipping?

An example: As Antiquity was ending, I knew that my scouts would not survive into Exploration. I sent them out swimming, mapping the coastline, to see if I had any short (1-tile) passages to an island. Yes! More importantly, one of the city-states I had befriended would be in EXCELLENT position to receive Treasure Fleets. Rather than start a war which would require Influence to support, I used up my influence to incorporate that CS into my empire. Yes, it put me over the settlement limit, but not for very many turns.

Since I know what will happen in the era transition, I plan for it. I ensure that my commanders are healthy and packed. Even after XX years between ages, I will have land units to deploy; nearly all of my settlements will have the ranged unit that I left in them for defense. Don't start things, late in the age, that I can't finish.
 
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