I think part of the issue here is that there's no crisis in the modern age!
When the crisis starts in previous ages, it's the sign the age is coming to an end and you better hurry-up on reaching your legacy points or it will be too late. And if you realize it's too late then you can try to prepare as best as you can for the next age by saving gold, settling a town or two ...
But in the modern age, if you don't keep a very close eye on the age progression (like say, because you're busy playing your game while explaining various mechanisms for those watching your stream), there is no warning that the age will soon come to an end. Their game ended on turn 83 but that was online speed. In a normal game that would have been turn 166 (out of a maximum of 200 turns for an age), so it wasn't actually that quick and unexpected for the age to end at that point, they didn't see it coming because there were no warnings.
But the real issue (which might be limited to online speed) is that reaching the last milestone of a legacy path (which is required to unlock a victory) progresses the age wayyyy to much. Age progression went from 82% to 92% when Tim received his last city from Rizal and then, naturally went from 93% to 100% (was probably 103% in fact) when Ed completed his own path. That's 10% of an age progress each time someone gets to their last milestone! Imagine that in a 5 players multiplayer match. If everyone progresses on their own path and reaches the end of their track that's 50% of age progress just from finishing each players legacy paths! You'd have to win before turn 50 to be able to get anything but a score victory! There's no way that's working as intended and i will reiterate that it's good this occurred during their play here as they will probably consider the issue and change how age progresses (at least for the modern age) if not for the day 0 patch, at least for one of the first post-release patches.