has a new Emergent Narrative system that introduces thousands of Narrative Events to mix things up for players during each match. Emergent Narratives function based on players' choices, and making certain choices affects which Narrative Events will be available later on. These changes are designed to make the story of each leader's civilization more immersive and reflective of the specific choices that the player makes. On top of that, Narrative Events will also make each campaign more unique and add a ton of replay value to the game given the sheer number of narratives available.
When releases in February, players are going to experience these narratives firsthand, and developers are hopeful that this new Emergent Narrative system, as well as the other overhauled gameplay systems, will give players a diverse range of experiences during every campaign. Narrative Events will be triggered by a number of different conditions, dependent on leader and civilization choices, unique buildings or wonder choices, and overbuilding (another new city-building feature), but can also be completely random. Here's a look at how Emergent Narratives and Narrative Events in will add to replayability and make each campaign more unique.
With literally thousands of Narrative Events spreading across three new Ages, there are many different possible ways for triggering such events. For starters, a subset of these will be completely randomized, such as for Discoveries in the Antiquity Age, which act as 's version of Goody Huts. These randomized Discoveries will trigger future narratives in the next Age based on the decisions made for the initial event. The random elements of these Discoveries will make each playthrough distinct and exciting, more so than the randomness of Tribal Villages in
Overbuilding in allows players to essentially upgrade developed tiles from previous Ages that are no longer producing the same outputs in a new Age, such as upgrading an Altar to a Temple from the
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