What to do as an age is ending?

2.Settlement cap carries over. Everything else seems to get wiped. So i make sure i get any masteries with settlement cap.

3.From past games i don't think you get the diplomatic actions in the next era (pink/purple icons, usually in masteries) unless you research them so you should make sure you get those before the era ends.
Yes, since making the post I discovered that the diplomatic actions do seem to carry over... so there definitely are a couple masteries that may be worth researching over a base tech
 
Another item -- consider finishing some of the civ-specific civics, if you haven't done so earlier. When the next age begins, the only social policy choices you will have are the traditions that you achieved from the previous age. Usually that means 3 traditions from the Antiquity civ, and 3+3 from the Antiquity and Exploration civ.

So far, I have completed those around the mid-point of each age, so rushing to finish them is not on my list. You may have had other priorities during the age.
 
Did ya'll know that captured Commanders don't carry over to the new age?

Edit: Nevermind, I found him.
 
Did ya'll know that captured Commanders don't carry over to the new age?

Edit: Nevermind, I found him.
Yeah, this has happened to me a couple of times now as a result of not paying attention when I've got a commander stationed in a plagued city. They do seem to carry over, but this can still screw you on your unlocks (i.e., if you have two Fleet Commanders, unlock Great Britain, and then lose one and don't get it back before the age transition, Great Britain will no longer be unlocked.)
 
While I agree that this would be consequent and helpful both for new players and ones trying to min-max, it probably will not happen as it would kind of promote the problematic aspects of those rules and the overall reset mechanic (aside from breaking immersion by reminding everyone flat out "you play a game only and not mighty ruler X", it would highlight the nearing age change gradually a part of the possible gameplay becomes meaningless). Those negative effects of such a notification will not be there for everyone, but I'm pretty sure that the fear that some are affected that way will lead to this not happening. At best we could hope for a dedicated civilopedia page listing the exact fact about what is kept and what not (I'm aware that there is already one, but it seems far from being complete and covering everything in depth)

It could be integrated in mechanics/narration to be less obvious (and indeed, ending the crisis should already work as the indicator of "you have between 8-15 turns to finish things off" (altough I don't know how much accurate it is as in my last game I seemed to spent a huge deal of turns in post-crisis). Having an exact timer might be nice to not frustrate players with things that fall 1-turn short of being built and so on, but once you assume it I feel it not as much necessary.

One little thing I would like (and that is more a crisis mechaning than a end-age mechanic), and that, provided the compliaints might be a cool compromise is to have crisis having (quite challenging) mini-objectives. The benefit = even if the crisis does not hit you hard, you have something to fight for during it. The prize = if you accomplish the crisis mini-objective, you get to keep your Civ's name, icon (an get appropriate unit/building art for next age) - you'll still select a new civ to add bonuses, UB and UI in the next age, but you'll keep everything else. And, as a little bonus, you might still be able to build the "old civ" UB/UI in the following age (back on topic, without this possibility, I agree one of the things to do as an era ends, is trying to spam the UB/UI where possible).

This (the UB/UI), a little blitzkrieg without much fear of retaliation, and trying to get legacy points (specially those in which I am behind) are the things I have usually done until now. Not that I have studied it in detail, however.
 
The prize = if you accomplish the crisis mini-objective, you get to keep your Civ's name, icon (an get appropriate unit/building art for next age) - you'll still select a new civ to add bonuses, UB and UI in the next age, but you'll keep everything else. And, as a little bonus, you might still be able to build the "old civ" UB/UI in the following age (back on topic, without this possibility, I agree one of the things to do as an era ends, is trying to spam the UB/UI where possible).

This is something (besides the UI/UB) they should be doing anyways.

You should choose whether to keep or change (as a complete package) your Civ Name, Civ Graphics style, and Civ City List
(I would keep the icon changing to make sure you could recognize your new civ.)

They do have some Legacy options that get unlocked based on the Crisis...., but they are hidden, perhaps they could reveal those (there's a lot of other stuff they need to reveal as well.)
 
How many cities do you think you should end the Antiquity Age on? It seems if your not trying to finish Military legacy in Antiquity, and if your going for treasure fleets you want stay under 8, but if your going for high adjacency go for capturing or converting IP to get to 8 so you can use some as farm/fish food factories.
 
It could be integrated in mechanics/narration to be less obvious (and indeed, ending the crisis should already work as the indicator of "you have between 8-15 turns to finish things off" (altough I don't know how much accurate it is as in my last game I seemed to spent a huge deal of turns in post-crisis). Having an exact timer might be nice to not frustrate players with things that fall 1-turn short of being built and so on, but once you assume it I feel it not as much necessary.
Part of the challenge in implementing a turn timer is the variety of things (pursuit of legacy paths) that advance the age.
Both you and the AI are purusing legacy paths -- grabbing codex / codices in Antiquity, bringing in Treasure Fleets in Exploration -- so as you AND they achieve those milestones, the age advances. It's possible that on one eventful turn, you and two other AI accomplish things so that the age progress moves from 85% to 90%.

Last night, in Exploration, I had a missionary positioned in an IP that I was befriending. I chose the reliquary belief that gives relics for converting CS, so I wanted to convert mine then scoot over to another CS that Trung Trac had befriended. Yes, I got the relics for converting mine. But I only got 3 turns to sail towards the other before the age ended. Yes, I was helping that process along; I was playing as Songhai, which meant I could generate additional Treasure Fleets on my navigable rivers. But both Katherine and Jose Rizal completed the culture path, to speed up end of the age.

As a player who likes to plan, yes, I would appreciate a turn countdown; it would be similar to the "end of the era" countdown that we had in Civ6. On the other hand, I could see benefits from allowing a player to hasten the end of the age to keep an opponent from completing a path.
 
Both you and the AI are purusing legacy paths -- grabbing codex / codices in Antiquity, bringing in Treasure Fleets in Exploration -- so as you AND they achieve those milestones, the age advances. It's possible that on one eventful turn, you and two other AI accomplish things so that the age progress moves from 85% to 90%.
Worth noting that only the first time someone reaches a milestone would it trigger an age progress.
This can be used to understand how likely the age would progress. For example if you are first in all milestones, the AI won't progress it.
 
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