Why Even Build?

The key is to get enough generals. The fact that everything gets upgraded makes up for losing any excess units to me. I’m loving the era transition resets.
 
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
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.
 
There is a certain point where it feels like certain buildings arent worth building, and unless you have the commanders to fill up in the transition, even units arent worth it. You just start dong projects to keep the queue from piling up(not much different than late game in past titles).

Making later unlocked buildings keep more of their bonuses in the next age could help. You could even go as far as the previous age's 1st building type(science, production, culture, etc) isnt reduced as much until you unlock the next ages respective 1st building type. Same for the 2nd building. This would make later tech buildings last longer into the next age. As an example. The 2nd science building doesn't become more obsolete until you get to next ages 2nd science building. Same for production, culture etc,. Or you can find some other fair boundary to make them fall off so its worth overbuilding at some point. This rewards you for getting far in your research, and makes it feel like less of a waste of time to build them.
 
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.

I think the maximum amount of playtime is 2 hours, so I'm not sure if the refund will succeed.
 
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?
If you build more army commanders you keep more of your military.
 
That one I like, but the other ones are not that impactful
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.
 
I think the maximum amount of playtime is 2 hours, so I'm not sure if the refund will succeed.
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.

Credit card refund regulations include the Fair Credit Billing Act, which gives consumers the right to dispute charges within 60 days. Credit card issuers have up to 90 days to resolve the dispute.

How to get a refund

  1. 1. Return the item
    Follow the merchant's return policy, which may include providing proof of purchase and returning the item in its original condition.
  2. 2. Request a refund
    The merchant will start a refund request with the credit card issuer.
  3. 3. Credit card issuer verifies the request
    The issuer will verify the information and credit the cardholder's account.
    4. The refund appears on the statement
    The refunded amount will appear as a credit on the cardholder's next credit card statement.
 
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.
 
No more bombers and tanks in 200AD probably had to do with it.
They could not control the infinite adjacency glitch they caused, likewise
capping techs to a minimum of 4 turns whilst also expanding the tech tree
has also gotten out of control.
Balance would mean reset 3/4 of the new changes introduced with city sprawl and towns,
which seems not to be the current trajectory...
Aren't some buildings Ageless?
 
I kept all of my units. You keep a fixed number + a number determined by the number of Commanders. It makes sense to me because the presence of commanders and a military tradition keeps units from dispersing.
 
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.
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.
And this new Exploration age Commander probably doesn't count for storing Antiquity age units. Did you have these 4 Commander before the transition, or after?
 
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.
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.
 
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

The buildings don't go away so I am not sure what we are talking about. They just lose adjacent bonuses.
 
I've been around playing since Day 1 of Civ I and this feels like the Civ game is evolving while many players resist change or want it to go in other directions. AFAIC I like the evolution and changes as the game makes me look at each era change as a new challenge. Previous versions tended to get boring pretty quickly. That's my 2 bits worth, your mileage may vary.
 
It'd be interesting to see if this discovery - since people had to play to reach the next age - has brought an even worse ratio of positive/negative reviews.
 
The buildings don't go away so I am not sure what we are talking about. They just lose adjacent bonuses.
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…
 
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