You may have experienced a bug, that's not how the transition rules of the game work. It's 6 units plus everything that fits into your commanders.I lost all my units inside a generals stack.
Yes to the commanders, but I don’t think it’s 6. I think it’s how many settlements you have. I know there’s a screenshot that said 6 but I think the tooltip is dynamically generated. Might be wrong.You may have experienced a bug, that's not how the transition rules of the game work. It's 6 units plus everything that fits into your commanders.
And what buildings get "eviscerated"?
And it is fantastic. So many abandoned Civ 4/5/6 games because it became too tedious, too obvious I was going to win, or just had too much going on. Having this broken into ages means I will actually complete all of my games. They mark good stopping points, which means less burn-out. The ages also mean the AI stays on roughly the same level.I wonder how a lot of people who are "liking" this new system reacted whenever they heard someone in the past say that they only played Civ up until like 150 turns and then just started over. Because that's pretty much what this game is.
It is very forced, that's true.It all feels so...forced....
So that’s what it is. Base yield is same but adjacency goes away which means I guess specialists also are less useful.Also something to keep in mind that there are several policies that make overbuilding in later eras cheaper. And as said they become less effective (they lose adjacency bonuses), but still provide yields.
Re buildings becoming less effective: it‘s actually the first time a civ game tries to include a test of time, before it was always just an empty phrase. Now, time (i.e., ages) actually has a negative impact on your empire.It is very forced, that's true.
You won't lose most of your units if you build enough Commanders. You get to keep up to 6 for settlement garrison and as many more than your Commanders have space for.
And you don't "lose" your buildings, they just become less effective in later Ages. In some cases that's nonsensical (libraries no longer hold books?), but in other cases it makes more sense; older technologies become obsolete.
Well, units and some structures and wonders have become obsolete with technology before, though not to this extent and not dependent on age rather than technology.Re buildings becoming less effective: it‘s actually the first time a civ game tries to include a test of time, before it was always just an empty phrase. Now, time (i.e., ages) actually has a negative impact on your empire.
I don't understand why people keep saying you loose everything. Almost everything carries over from the previous age. Most, if not all, of your units carry over and get automatically upgraded. All of your commanders with their hard earned promotions carry over. All of your settlements with every building, improvement and wonder remains. All of your warehouse and ageless buildings and improvements remain with full yields. The only thing that happens is some of the buildings produce less yields. Think of it as your buildings become obsolete and need to be upgraded in the same way units have always needed to be upgraded over time.Since you lose the bulk of your military units and buildings when you transition into a new era, why even build many of those buildings and units in the first place? Having lost most of my men and buildings, I had this huge feeling of deflation hit me when the Exploration Age began, like everything I had worked for in the previous age was for nothing.
I agree that the crisis feel forced. I would much rather be in an impossible situation where I'm literally trying to prevent my civ from falling apart just to make it to the end of the age. The crisis policies yielding a punishing amount of negative happiness would be one way of making it a challenge. I just might try making a mod of this and see how it plays out.Will say that, again, my experience with the Crisis Period is that it is Lame. Of the 5 Civs visible when Antiquity ended, not one had Happiness below +10 and only one had lost any settlement at all during the Crisis period - and I suspect that one was part of a war-ending agreement, because it happened much too early in the Crisis period to be caused by any of the period effects.
The problem is that the Crisis Unhappiness is not that punishing. On average each Crisis Policy drops Happiness by about - 6 to -10. But there are Social Policies and Buildings and even Tiles with Improvements that increase Happiness by +2 to +4 each and unless you have gone 'way over Settlement Limit (at -5 Happiness for each settlement over) you start with a comfortable positive (I was never below +20 Happiness when the Crisis Policies started in any of 5 games so far)I agree that the crisis feel forced. I would much rather be in an impossible situation where I'm literally trying to prevent my civ from falling apart just to make it to the end of the age. The crisis policies yielding a punishing amount of negative happiness would be one way of making it a challenge. I just might try making a mod of this and see how it plays out.