’s three historical Ages system is a large departure from the rest of the series. Between eras were strictly controlled by how far you progressed in the technology tree. This meant each player’s empire could be at completely different stages. tied it further with civics, but the concept remained unchanged. But the new ages of make things far too balanced and predictable.
Another factor about the strict three ages is how some civilizations are inaccessible outside their Age or can progress into each other. Strangely, powers like Khmer and Persia completely disappear, or Mongolia can arise from Egypt. This almost seems like a ploy by Firaxis to ensure playerspurchase ’s DLC to fill in these gaps. Hopefully, more freedom will come in the future, either by the developer or through the modding community.
Eras in previous games were loosely based on historical time periods. began with the ancient, renaissance, industrial, and modern eras. Over time, the series also included classical, medieval, atomic, information, and future eras. These all contained specific inventions for the time, like optics in the classical era or radio during the atomic one. Having just one technology from the era was enough to upgrade your whole empire.
This created a frantic race to gain as much science — the currency that bought technologies — as fast and with as large enough sums as possible. This could come from special powers unique to a civilization, trading, stealing via spies, or constructing the right buildings for each game. Those who led in science wound up with advantages in both sustaining their lands and having access to a potentially stronger army.
In, some of the more notorious scientific civilizations were the Koreans, Mayans, and Babylonians. Korea gained +2 science each turn for each Great Person improvement and Specialist. The Mayan pyramids granted both science and faith output. In Babylon, Great Scientists were born at a 150% rate.
Civilizations that couldn’t compete with
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