You're right that the game is localized to langauge of choice but what i meant was the naming conventions of your cities and peoples. If my civilization is Greek and I advance to the next age and my potential new capital and all my cities are suddenly being named after Noman French holdings that feels disconnected, just like having leaders seperate from Civilizations.. As for archecture. it may persist between rounds but that doesn't change the fact that civ that either suceeds or evolves from my earlier civilization may now be building different archetcure style over my original civilization. Sure there may still be an immortal leader who levels up and some legacy traits that carries over between them but that alone doesn't address the immersive disconnect many feel.
You know what would feel more contigious to me and many of the people complaining? Not unnessecarily splitting the game into three seperated campaigns and literally forcing civ swapping between those rounds.
"more contiguous" in this case is "more immersive", which I can't and won't judge, because it's subjective. What I'm trying to say is that there are aspects to the Age progression that we know about in Civ VII that seem less silo'd and more contiguous than you seem to view them as. Have you seen the recent livestream, or followed it?
And yes, the newer civ choice will make its mark over the top of the old civ choice. That's
very historical. The Civ VII article about London being a case study for this is very apt, because there are
literally layers of road you can dig up in London that timestamp the city at various points in time. We paved tarmac over cobbles. Cobbles over whatever else. Layers on layers of built-on ground over the actual earth, that date back centuries. Our major cities were, in a lot of cases, prominent Roman settlements. That were then repurposed or doubled-down on by the Vikings and / or Normans. Only certain landmarks remain. Take another city, in another country. Look at Rome. You have the Colosseum, you have Vatican City, you have a thousand fountains (more or less - there are even fountain-oriented tours you can take around Rome. Or were, when I went 15 years ago or so). But a lot of the architecture is modern Italian. History sticks out here and there, but it's still Italy. They still celebrate thousands of years of cultural history. Despite the fact that a modern Italian is as incomparable to a Latin-speaking Roman than a Briton or Celt is to me, a modern-day Brit.
But one of the problems is you are and will be forced to make completely anachronistic choices and the very abstraction Firaxis has created isn't actually "more historical" and ultimately end up being restrictive and heavyhanded design that undermines the sandbox and mantra the series is built on. Abbasids did not become Buganda in history and certainly the whole entire world didn't all undergo arbitrary (at the whims of the devs team's authority) crisises at the same exact time causing them to might morph into completely different civilization/cultural groups between rounds
You're forced to make choices. I appreciate you consider the existing choices to be significantly anachronistic, but I don't consider them to be. And I'd be very interested to see how you design a similar kind of game without making compromises for the sake of scope. Either you pick kingdoms that literally sat on top of each other, which greatly constrains your choices in subsequent Ages (and also removes latitude in early game civilisations, in the historical cases that they
have no progression because they were wiped out), or you compromise. Firaxis opted to compromise. But more on that below.
I'd rather Firaxis have not have bothered if this is how they're going to do it. What Firaxis has presented is NOTHING like the mechanics @aieeegrunt and myself think would be a better fit. We want organic and dynamnic, Firaxis gave us a railroad with narrative. To touch upon your question about railroading and arbitrariness, game mechanics and rules themselves aren't the railroad. Typically when people talk about railroading, they're talking about the devs taking away choice from the player in order to force them to experience designed narrative events as planned.
So what would it look like, in your opinion? I have no frame of reference r.e. Civ IV, so could you explain how you would do the system, and what mechanics would be used? I will be critical in my response, because I sincerely believe it's hard to nail "organic and dynamic" on a video games development budget / timeframe. I'm a games modder, I know how mods can work. I also know people have their
lives to work on them. I'm also a professional software developer, and I know the difference between my pet hobbies and code I have to ship on a deadline.
Sorry if you feel I'm getting too nitty-gritty, I feel this is a very "games design-y" topic, and both that and software development are things I have a lot of direct (and indirect) experience with. If you'd rather not (time, effort, etc) and simply agree to disagree on Firaxis bothering, I'm fine with that too.
Also r.e. railroading, I know it's about the lack of choice. But it has little to do with "narrative events". It could be anything. 2000s-era shooters tended to railroad players by having straightforward level design (the "corridor shooter" archetype). "railroading" isn't inherently bad - like most things in games design, it depends significantly on the greater context.
It doesn't test players equally as players can all undergo different crises, if i'm not mistaken.
We don't know much about it, but if the Crises can differ, and the Crises differ based on where you are as a player and what you're doing with your civ, then it's better than everyone getting the same Crisis. Imagine you're playing a military game, and you get an economic crisis. Is that fair, vs. an economic player getting the same crisis? Or vice versa, an economic player getting hit with a massive military uprising and then the militaristic player getting hit with the same one?
I (always) reserve judgement until I know more, and of course the reality is rarely as good as I'm imagining it to be, but going through different crises doesn't mean that a crisis doesn't test each player equally (or close to).