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Be advised though that after the neolithic you can only pick one of the ancient cultures (like Egyptians or the Babylonians), so you'll be stuck with one of those for the rest of the game. You can't, for example, pick the Americans and play those for the entire game. There might be mods for that though.
Sticking with a culture can be a disadvantage because you don't stack legacy traits and you don't get new unique units and districts. To compensate, your fame score gets a boost each time you decline to switch cultures and you get a bonus based on your culture type (e.g. merchant cultures gain money income boost each era). So, sticking with your culture is not necessarily a bad choice.
Also, you can't stop the AI from switching cultures. So if culture switching besides your own empire is still a deal breaker to you, then no, you should not get this game.
Hhhmm.... I see, but to pick your brain a little, City management (districts and alike) how fun is that? As far as I could gather, the whole thing is more 'organic' and better but is hard to find stuff online that answer my specific wants.
It's a matter of taste of course, but I like it.
The world is divided into predetermined territories. Each territory can hold a single Outpost, which can be upgraded to a city or attached to an existing city. Due to the city cap, you can't turn every outpost into a city, so typically cities span multiple territories, with one main plaza and many administrative centers (= attached outposts). Many districts can only be build next to existing ones. But when a city has many territories, you also have many "cores" that you can expand with new districts. Naturally you want to place districts for maximum yield, and this means that cities do no typically form a rough circle expanding from a single center (as in Civ 7), but they have more irregular shapes and can feature sprawling urban areas outside of the walled main city. So yeah, that does feel more organic compared to the way Civ handles things.
If you stick with a single culture, it does mean you don't get new unique districts each era. These help to make city building more varied, so you would miss out on that.
Some things I don't like:
Towards the mid-late game cities can become quite big. Cities with only one or just a few territories can easily fill all available space with districts by then, which I feel is silly.
Cities have a population cap, based on districts and infrastructures. But the actual population drops when insufficient food is produced, or when you produce military units. This can lead to big cities in terms of districts, but with very few citizens actually living there. This is also silly, especially because nothing stops you from building even more districts for your empty city.
Honestly the culture switching isn't a problem if you just ignore the labels and look at the units/buffs it gives you. All you're really doing is picking the playstyle you want to play in the next age, the actual culture it shows really means nothing. It's a really poor game design that they used actual cultures at all for these choices, but it's what we got.
Also, some culture transitions actually do make sense.
There are two types of construction: infrastructure and districts. Districts take the place of worker units from Civilization and physically expand the size and reach of your city. As you place new districts you gain access (and thus exploit) the tile yields of adjacent tiles where the district is located. Different districts will boost yields, e.g. farming district, worker, research, etc. Each culture you pick as you play through the game have a unique district that often counts as one or more basic districts along with other features.
Districts can be clustered to maximize adjacency bonuses like in Civ 6, however there are no limits to the number of districts you can construct. There are also one-per-territory districts that serve specific functions such as harbors, resource extraction nodes, and hamlets.
Infrastructure is what you'd be used to from say Civ 5: buildings located within your city that do not affect the world map or tiles. Infrastructure isn't housed in any one district but just exists as long as you control the city.
Another important differentiation from Civ is the Territory mechanic. It's almost identical to Amplitude Studios other game Endless Legend, but better. The world is divided up into set territories upon game start. When you settle a city (or build a fort/claim) you take the entire region, not just the tiles adjacent to your starter city; those adjacent tiles are only what yields your city is 'working'. You can only settle one city per territory and begin to accrue penalties if you go above a certain number of cities (you can research tech that increases this number).
Here is what makes the territory system very interesting: you can annex adjacent territories to make a 'super city' that controls more than one territory. This still counts as only 1 for the city count penalties. As the game progresses you unlock more options such as one city absorbs another city, and all it's corresponding territories, or even break up a super city's territories to be divided among others, or form new cities from previous territories.
An example in my first (and only) game so far: I went to war with my neighbor and took their two cities and about 8 territories with them. This put my city count 3 above my penalty limit. I expended my influence currency to break up their cities into smaller parts, and my preexisting cities annexed the new territories. Their old cities were likewise annexed thus bringing my city count down but with additional territory and thus 'worked' tiles to super charge my own cities along with the newly acquired luxury and strategic resources.
I'm personally really enjoying this game and it's what I wished Civ 6 would have been. I'm happy to answer any other questions but like I said I'm pretty new to it still.
The city management does sound interesting, I always found that I have to rush my city placement in Civ games vs AI, and not get enough time to really develop.
OK! Last question, the era points thing, that sounds like I "have" to kinda rush or atleast be on par with AI, how much time does one get in a single era before advancing?
Pros:
-you lose access to your unique districts when you move to the next era (even if the construction has already began) so maybe you want to finish building those before moving on.
-generally there are a fixed amount of points you can accrue in a given era, so if you're looking to maximize points stick around for a few turns to get those objectives completed.
Cons:
-as players move on to the next era you pick your next civilization so maybe you want to make sure you get your preferred selection before it gets taken.
-your play style has reached it's max point score for the era and you need to move on to keep up in the points competition.
-Wonders are unlocked when you move on to the next era
-Some competitive objectives (i.e. first player to research Electricity) are only achievable in latter eras.
Keep in mind that winning HumanKind means having the most points at the end of the game, not just triggering the End-Game event(s). In theory you could be behind the AI in the era timeline but still win given you have enough points and the AI rushed to trigger the end, but nothing so extreme as say AI is in the space age while you're discovering gun powder.
From what I can see the most advantageous position is to be just ahead of the AI in Era Stars (the measurement for how close you are to advancing to the next era) so you can move on when you are ready but can still finish up any last point objectives or constructions. Then when moving on you still get first pick of new civilizations and Wonders.
Why should I want to finish a building before moving to a new era if I lose access to it the moment I move on to that new era?
they obviously had to put real cultures/nation to have references for unique units and architecture variation graphically wise....
How much you need to rush depends on the situation, btw. The one area that I feel really matters is technology. If you fall behind in Technology, you end up facing units much stronger than yours. The good news is that new eras only unlock the next part of the tech tree; they don't instantly make Empires more advanced technologically.
With all the different ways of gaining era stars (which you need to progress to the next era), it's not always the case that an Empire in a more advanced era is also more advanced than you technologically. So falling behind in eras is not as bad as it sounds.