There are civs in the "new world"

My suspicion is that there may not be necessarily a predetermined new world, but instead "new world" is just whatever part of the world is inacessible to a civ at game start. So it's relative. Your world is the "new world" to the civs that starts outside it and vice versa.

Then unique gameplay opportunities are unlocked for inter-continental interactions.

Edit: other than gameplay, this may also allow for some interesting options set at game start: you could set which antiquity civs start in what continent, or choose which ones may be selected randomly for each like the leader pools in Civ 6 but attached to separate continents.
Guess I was thinking that civs starting in new world were less advanced, a colonization version with some resistance from the local civs.
 
Guess I was thinking that civs starting in new world were less advanced, a colonization version with some resistance from the local civs.
I think they hinted that won't be the case in the livestream when thry said Civs from other continents can beat you to wonders.

But if they have developed a system for it, then why not a game setting that lets you set those settings?
 
I think they hinted that won't be the case in the livestream when thry said Civs from other continents can beat you to wonders.

But if they have developed a system for it, then why not a game setting that lets you set those settings?
I definitely think there will be a
Human players in “New World”?
AI players in “New World”?

Options, either separately or as map types


Also, I imagine that if you play an “Ancient only” game there is no “New World”….all continents (and islands too) are connected by coasts or land bridges.
 
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One of the ideas of having ages is to prevent snowballing. In this context it looks reasonable to not have civs crossing ocean too early.
Indeed, although I didn't really snowball that often in CIV VI. If I happen to choose settings that favor my civ, there is a higher chance I will, and if rng goddess bestow additional blessing, I most certainly will.
How many times people chose game settings in favor of playable civ and then reroll because they actually want to snowball, but only at the beginning, and at some point they realize - nah, this is too easy I already won - only to restart with same parameters.
I would argue, that giving larger amount of settings to tinker with, before the game, is a better way to tackle the variety of gameplay, I would like to have. Not adding strings to guide me during gameplay.
 
How many times people chose game settings in favor of playable civ and then reroll because they actually want to snowball, but only at the beginning, and at some point they realize - nah, this is too easy I already won - only to restart with same parameters.

But... That's exactly the problem which is fixed with ages.
 
One of the ideas of having ages is to prevent snowballing. In this context it looks reasonable to not have civs crossing ocean too early.
But, ever since Civ1, I've liked, at least, the option of snowballing, and the challenge of vigilance and reaction to it by AI players. I don't like such arbitrary and hard mechanics just to prevent those kinds of things, in a plastic-feeling, ham-fisted way.
 
l could see access to the poles occurring, but that would be about it.

According to the Ages Dev diary:

"Playable Map Area: Ages determine the overall size and scope of the playable map, expanding as the player transitions into new Ages."

-> That sounds to me that another map expansion takes place in modern times.

But that can't just be the ice at the poles, right?
 
Yeah, there's a whole thread about whether Civ 7 is more directed narrative or not. In my opinion, it's not significantly more guided than previous civs, because we always had things like tech tree, which totally guides players.
Yes, and now after era change, everyone is rubber banded with having all tech's from previous era unlocked. Tech masteries are added to tackle too early completion of era specific tech snip.
However, I can choose what to research based on my current state, not because it's a certain turn and crisis has to happen.
I was actually looking forward to yesterdays livestream to see how crises and era change actually works, as this is one of the big changes. I'm gonna need to wait a little longer.
 
Yeah, there's a whole thread about whether Civ 7 is more directed narrative or not. In my opinion, it's not significantly more guided than previous civs, because we always had things like tech tree, which totally guides players.
But, the tech trees in previous Civ iterations, as designed, didn't stop, or seriously inhibit, snowballing, or Year 1400 Space Race victories, or B-Lining for the techs for nuclear weapons...
 
According to the Ages Dev diary:

"Playable Map Area: Ages determine the overall size and scope of the playable map, expanding as the player transitions into new Ages."

-> That sounds to me that another map expansion takes place in modern times.

But that can't just be the ice at the poles, right?
Plot twist: there is a fourth era that includes Alpha Centauri.

Honest opinion: the second age adds an „America“ continent with other civs that’s relatively easy to settle. The third age adds „Africa“/„Australia“ that provide other challenges than having civs on it.
 
But, the tech trees in previous Civ iterations, as designed, didn't stop, or seriously inhibit, snowballing, or Year 1400 Space Race victories, or B-Lining for the techs for nuclear weapons...
I'm wondering whether the tech tree for the Modern Age could be significantly more complicated, to replicate the technological explosion that came with industrialization. You could have enough techs to ensure that there are different routes through the tree, depending on what you want to achieve (e.g. military vs productivity vs environmental, etc.). I'd quite like something like this, it would allow for an element of beelining, but just in Modern.
 
According to the Ages Dev diary:

"Playable Map Area: Ages determine the overall size and scope of the playable map, expanding as the player transitions into new Ages."

-> That sounds to me that another map expansion takes place in modern times.

But that can't just be the ice at the poles, right?
Another possibility is that some new land becomes better able to support towns.

Or that they are really only talking about that first transition.
 
I'm wondering whether the tech tree for the Modern Age could be significantly more complicated, to replicate the technological explosion that came with industrialization. You could have enough techs to ensure that there are different routes through the tree, depending on what you want to achieve (e.g. military vs productivity vs environmental, etc.). I'd quite like something like this, it would allow for an element of beelining, but just in Modern.
give me the Beyond Earth tech web or the Endless Legend tech wheel :cool:
 
Or Martian Colonies?
But this would come into the game very late. A different arrangement of the tech tree that gives you more freedom what to research could happen right at the start in the 1500s/1600s.
 
One of the ideas of having ages is to prevent snowballing. In this context it looks reasonable to not have civs crossing ocean too early.
I'm not sure it's a great idea, either.

The player would need to be hammered with penalties or suffer loss of cities on era change for this to be feasible. If the player retains a great deal of land and cities conquered previously, that itself is a decisive advantage entering the new era. If the player does not, that itself is a problem for some gamers. Efforts made to feel... pointless.

IMO locking the player to a continent is not reasonable if anti-snowball is the motive. Snowball feasibility will be determined through other mechanics, chief amongst them being antiquity conquests and their retention. If I retain whatever I have after my successful warrior/archer rush, I'm already at 2x the scale of my competition and therefore untouchable. If I do not... well, kinda nihilistic.

Stellaris sorta grappled with the meta of early conquest. They added harsher and harsher penalties. Each time they did, for about 2 weeks players said early conquest is not meta, because 14 days is about what it took for the conquerors to prove them wrong. This may go similarly. Penalties, limits and restrictions seem like they'll make it more challenging, but, I'll find a way quickly, unless they're so extreme it's simply not possible to conquer at all, genuinely impossible.
 
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