The barbarian crisis is pretty "natural" and also maybe the most impactful antiquity crisis. If you are not prepared, you are going to lose territory.It's too bad the crisis aren't more natural. Something like having to fight off barbarians like a game of Space Invaders or a devastating volcanic eruption like Pompei
So after playing about 14-15 hours, I requested a refund. This game is not worth the 119 dollars for the full package. I went from 1 era to another and as the author said I lost every advantage I had worked for. Graphics wise no issues with it, but the game has ripped so much out of what made Sid Meiers Civilization special. I have not enjoyed a Civilization game since V with the Community Expansion Mod. The UI was horrible and the Civ swapping mechanic, painful happiness penalties, as well as the catastrophe tree was one of the worst things I had ever played.
If you build more army commanders you keep more of your military.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?
That one I like, but the other ones are not that impactfulThe barbarian crisis is pretty "natural" and also maybe the most impactful antiquity crisis. If you are not prepared, you are going to lose territory.
I‘m still wondering what I did wrong that I‘m apparently the only person on this forum who had to buy doctors left and right to somehow deal with the exploration age plague.That one I like, but the other ones are not that impactful
I requested within 24 hours, that's also the great thing about purchasing on a Credit Card, Item not as advertised or not as expected is a consumer rights issue in USA, they by law have to issue a refund.I think the maximum amount of playtime is 2 hours, so I'm not sure if the refund will succeed.
I think it has to do with the Terracotta Army indeed, as I think my mystery new third Commander after transitioning into Exploration age has come from it.I’m pretty sure I lost half my army from antiquity to exploration. I had four generals (two from capturing the same Terra cotta army city twice) and only two had units at transition. Perhaps a glitch, or some UU don’t carry over, or these commanders specifically are glitchy. I also lost my entire navy going into modern which was divided between two admirals (but then kept my whole army). Hopefully these are glitches, I finally found an AI navy to fight in modern but had no one left to fight them with.
I think of buildings losing yields as representing everything in the next age costing more, while keeping the yield numbers lower.
Actually civ has always included a test of time, the test being whether or not you can stand the late game fatigue and play until the end. In civ 7 they realized the majority of players actually can't stand the test of time, which is why they removed it.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.
to elaborate a little further — in my playthrough, I basically didn’t have to build science buildings after Antiquity because I was already zipping through the tech tree. I’m sure there’s a balance issue in there, but there’s also a fundamental point: why build when it’s just going away in 50 or 60 turns? not worth the production
this logic has always been in play in the Civ games, except now instead of applying just to the endgame, it applies to like 40% of the game
This. Not feeling like a Civ game at all.It all feels so...forced....
I'm guessing you skipped half the posts in the thread saying "have more Commanders, they help"?Hm, sounds like yet another entirely unneeded and unpopular change.
to my knowledge they lose all benefits, but someone please correct me if I’m wrong. it’s not a game mechanic the civilipedia would tell you…The buildings don't go away so I am not sure what we are talking about. They just lose adjacent bonuses.