Civilization 7 will debut a new 'Ages' system that should lead to a more curated gameplay experience each game. We spoke to Creative Director Ed Beach about how different it makes things.
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Why can’t I lead my civilization through into a new era unscathed? Why is that disallowed?

Seems like a simple config option making disasters optional would solve that.

Different civs would hit those at different times and you would strategize around hitting your new era at the right time. Crises are also totally valid: if your civ is too large and there’s too much corruption you could have a civil war.

I like those ideas. Have you suggested them to the developers?

If they’re not in at release time, maybe the usual expansion/rework DLC will add them. :P

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I don’t think Firaxis would agree with any of my feedback because I think I disagree with them in a fundamental sense about how the game should be oriented. Mandatory disasters appear to be a fundamental part of the Civ 7 game philosophy: you build your civ, face the crisis, reset your civ in a new era, and start over with some amount of carry-over. I get the motivation: by forcing these soft resets, Firaxis is making it so you can’t snowball so far ahead that the mid/late game is a chore of uninteresting gameplay. An advantage in the first/second eras won’t put you in so far of a lead in the third era that it’s just a rush to hit the next turn button. On the other hand… that also means that everything you do in the first/second eras counts way less, and that feels bad.

Granted I obviously haven’t played the game yet; this is just my read from demos and press around the game/design philosophy. We will see if I’m right or not.

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The biggest issue I foresee is just how short eras are. If they’re going to do these resets then eras need to last way longer relative to unit production and movement.

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