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Antiquity cities being downgraded to exploration towns might be sneaky good as it likely puts you under the settlement cap, so you can found more towns basically straight away. You also probably want to concentrate production on one city at a time to start the new age to rebuild buildings faster.

I don’t think starting from the same point in the tech tree is going to matter because if you were ahead in the previous era, your empire will still produce more science per turn than your rivals, that’s before applying any legacy bonuses on top of that. You likely still have the best adjacency spots for buildings since those don’t really change too.

If you’re already winning the game after 60 turns, I don’t see anything that can hinder you in a meaningful way.
Basically a Tabula Rasa at the Age Break. so no one gains too much advantages of being 'too progressives' without repurcussions. Now all actions comes with reactions. Too progressive a society leads to massive disorders. what historically lead to BOTH American Revolution (what created the US of A) and French Revolution began with some political treatises written by John Locke, Voltaire, Montesquieu, JJ. Rousseau, and more.
 
Antiquity cities being downgraded to exploration towns might be sneaky good as it likely puts you under the settlement cap, so you can found more towns basically straight away. You also probably want to concentrate production on one city at a time to start the new age to rebuild buildings faster.

I don’t think starting from the same point in the tech tree is going to matter because if you were ahead in the previous era, your empire will still produce more science per turn than your rivals, that’s before applying any legacy bonuses on top of that. You likely still have the best adjacency spots for buildings since those don’t really change too.

If you’re already winning the game after 60 turns, I don’t see anything that can hinder you in a meaningful way.
Towns and cities count the same for the Settlement Cap.. The Settlement cap does get reset each Era (you lose all your Civ specific Settlement Cap bonuses, but the base level goes up)
The adjacency goes to 0 on your buildings until you replace them with the next better version.
 
Towns and cities count the same for the Settlement Cap.. The Settlement cap does get reset each Era (you lose all your Civ specific Settlement Cap bonuses, but the base level goes up)
The adjacency goes to 0 on your buildings until you replace them with the next better version.
This. Other than that it seems like you keep your old civks special bonuses like social policies, so perhaps also the increased cap is kept.
 
This. Other than that it seems like you keep your old civks special bonuses like social policies, so perhaps also the increased cap is kept.
No, you only keep the unique social policies (Traditions) and unique buidings/infrastructure, everything else (regular social policies/units/building adjacencies, unique civics/units/abilities) is lost or set to the same for everyone. (or is set to your new civ)
 
I think people really underestimate what the difference between "winning" an Age and winning the game might be. When there were no Ages, you always should do whatever made you win the game itself harder/faster. Now there's multiple strategies for doing so: focus on winning this Age's unique conditions (which may not be relevant to winning the game) so that you can get bigger bonuses to the next Age, or start planning ahead for things that will win the game in the long run, or somewhere inbetween. Players who are "ahead" get more bonuses for the next Age, but they were ahead in areas that may not normally translate to winning the game. The things that usually translate to winning the game (science and culture progress, general infrastructure) are getting soft reset each Age, which is exactly the type of slingshot mechanic we actually need here.

It'll add a little twist where your focus shifts at the end of the age to build up in a way that will put you ahead the best for the next age. Getting in that wonder under the gun, or linking that extra resource, to give you another legacy point to the next age, arguably become more important than capturing another city if you've already maxed out a section. That, combined with saving enough gold for the start of the next age to be able to buy a few units or buildings to get them down ASAP, will certainly change your thinking.

I do think it will be a little fun at least as you get towards the end of an era, you might still want to put down libraries and markets, but knowing the adjacencies will go away, how flexible you end up being with them. I can certainly see there being a level of land grab to them, trying to get them in a spot that will set you up for the next era buildings, and ignoring their current spots. Obviously the first market you place is going to want those bonuses, but when in the era you shift to a sort of "end-game" strategy to set yourself up for the next era will be a curious problem to solve potentially.
 
This. Other than that it seems like you keep your old civks special bonuses like social policies, so perhaps also the increased cap is kept.
If you look at the game guides, you will see all settlement caps increase are from the unique civics and not the traditions, where you only kept the traditions.

What seems like they did is that the settlement caps on the next age is bigger or at least equal to the largest amount anyone can get in the previous age. For example, from what we saw seems like with tech/civics, someone could increase their 3 cap to 5 during antiquity, and some civs with their unique civics can increase that up to 7, while exploration start with a cap of 8.
 
No, you only keep the unique social policies (Traditions) and unique buidings/infrastructure, everything else (regular social policies/units/building adjacencies, unique civics/units/abilities) is lost or set to the same for everyone. (or is set to your new civ)
This is what I said. ;)
 
This is what I said. ;)
Well there are 2 types of "civic" bonuses
1. Civic bonuses that are activated when you "research them"
2. Traditions (like social policies) that you unlock with researching civics and only affect you when you slot them in your government


#1 does disappear (the unique civics)
#2 doesn't (the Traditions that were unlocked with the unique civics)

All the settlement cap boosts we have seen so far (AFAIK) are in the Civics themselves, so they go away in the new age.
 
What seems like they did is that the settlement caps on the next age is bigger or at least equal to the largest amount anyone can get in the previous age. For example, from what we saw seems like with tech/civics, someone could increase their 3 cap to 5 during antiquity, and some civs with their unique civics can increase that up to 7, while exploration start with a cap of 8.
This is correct.

The default Settlement Limit bonus per civ in Antiquity is +1. For any civ with more than that, it is a bonus, and for any civ with less, it is a malus. The numbers are different in Exploration but the same premise is true.

Then like with the Tech and Civic trees, everyone starts in the same place at the beginning of the next Age, 8 at the start of Exploration Age.

Other sources of increased Settlement Limit, such as from Attributes or leaders like Xerxes, are a bonus on top of the default amount.
 
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