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It is more flying in ground effect. That means it technically flies, but can't get far off the ground until the wings get improved.
I don't know the team by reputation or anything, but based on what they have done so far, they seem to have done a better job not only conceiving but designing the game systems at release than most of the 4X predecessors. That gives me a general confidence in their basic competence at building game systems --- not perfection, clearly not on release --- but I feel better confidence in the team than I ever did for Humankind or the last couple of Civ titles.
I'm willing to give them time, and I think the title will get out of ground effect and fly high.
With some base systems in place, what will probably propel the game from high flight into orbit is modding. I'm sure there are lots of concepts for Spirits and Governments that could customize the game to suit a huge range of tastes. Turn off Crisis, eliminate Chaos altogether, lots of mods to suit different player preferences.
I can't guarantee it, but my sense is this one is going to end up well, if not for everyone because it does not seem to be designed for the Citybuilder crowd, but more for people who like responding to dynamic systems with some challenge.
Later national spirits might address my idea but getting an extra nifty bonus from your biome would add more feeling to making a unique nation and give a more roleplay feel as well.
Problems are many and in addition to all of the above in the OP, I want to add that the AI and it's habit of aggressive forward settling of regional capitals as close top one of mine as it can possibly get is about as aggravating as things can possibly be because I now know this game is a write-off as it will from this point on be in a forever war that the AI will lie about but effectively will never end it. So it's now a waste of time, as allowing this to happen will inevitably trigger lots of bad things happening that I have no control over or effect on.
If you make it to the end game, you will die of tedious boredom as by this time you are hitting hard caps on XP, so will have loads of the stuff but nothing you can spend it on. It's a snore-fest that promised so much and ended up delivering very little and I actually now understand why the demo was restricted to 60 turns - if it had gone any further, it would have been obvious that the commonest age by far is the Age of Blood, as the AI is aggressive and will wipe out all minor nations it encounters, triggering lots of the negative ages.
Avoid.
You can change the game settings to give you the kind of game you want. I haven't had a single AI forward settle me in any of my three games so far because I play with only 3 or 4 on a large map and drop the difficulty to level 2 while I'm learning the ropes. Just rolling with the default settings, 8 players at Adept difficulty is a harsh start until you really know how to manage the games' systems.
You have an enormous amount of control over what is happening. Generate some gold and pay off those negative events. Keep a reasonable army or two near your settlements and aggressively hunt down any barbs being aware that when you move to the Bronze Age, you'll need to be wary of the Barb heroes who pack a greater punch.
The end game of most 4X games is pretty slow unless you're really far behind the AI and haven't been able to catch up. The early eras are also rather dull because you haven't really got many options and it takes ages to buiild/research anything new. But I'd agree that the demo doesn't show you enough to know what the rest of the game is like - I just disagree that it doesn't get much, much better.
Or you can just fume over the lost money and time. It's up to you.
BTW, I don't do Clown points - that's for children. I write proper responses to people instead.
I can see how it can be to easy to get locked in to a crises age in some respects. Yet sometimes is far to easy to avoid them to. Well I like them more as something you can optinally push towards anyway and using the mechanics of those ages to your advantage. Even if they put a lot of stress on the world. But the key factor is that it all of the world. And like Verrnti points out the Computer players may not be able to handle the stiatuion. But I have heard of a lot of people always getting stuck with age of plague even if I have never had that problem.
Now I think the reason why you have special age being followed by a normal age is so you can better control the flow of the game. Make sure certain developments happens so you do not need up in a situation where you lack a fairly vital development for the game. But that is my guess behind that design choice. But I also would rather have i so one would have a bit more freedom here.
And is those limitation that do change the game longterm anyway. I when with the age of blood and that means now, even in the age of aether, that I can not spawn artist. So some ages do leave a lasting impression. And I do think how it should be. With age of Alchemy you risk getting locked out of Alchemy. Since most of the mechanics, especially the collect Arcane dispears. Now you can get arcane though a innovation event if you unlock it in that age lets you produce arcane after via books. Or at least I think there is. Since I did not get the event during my own Alchmy playthough. But in the end that age leave very little lasting impression on ages after. While some have more impact. But I very much think that all ages should have some legacy on the game. And that even goes for the Normal ages. I know the age of discovery is now continuing to impact my game even long after that age. Which I like.
The designers likely need to go though and think a bit what impression a age will leave. Units will get obsolute with time, if not outright then at least with how effective they are. But thinks like for example collecting Arcane could be with the game even toward the end really. And there are a lot more mechanics like that that could transfer over. Not everything need to leave a impression of course. The defining feature of the Age of Blood being that everyone is always at war with each other should not be transfered. But maybe something else. Why not let the barbarian spawning mechanics presist to the end game. With of course a improved verison as you progresss so it does not effectivly become obsolute. Indeed those mechanics that presist from a crisis age should be more as a Reward for you being able to handle that crisis age. A crisis age should not feel as a punishment. But as a challange. And if you meet the challange head on and surive you should feel like got a bit of a reward for doing so.
(Now the age of blood was actually to my benefit since I was able to just crush all opposition with my millitary and they could not really ally against me. So elements of that need to be taken in to account to.)
There other elements like that both with national spirts and goverment and religion is a bit of a example of that. It seem like the game ether pushes you with religion to ether go full on fundementalist or secular. And of course in reality is more complex then that. But I also realise that it a game. But the reglion but do not seem to be that well realised. And the fact that you are pushed away from older froms of goverment when it may still feel very benefical to stay with a older goverment model does not help. After all the goverment types are not stright upgrades but do thing a big diffrently. And if you have optimized you empire towards that empire, it create issues. (The whole ideology mechnic later on hiches on you picking one of the 3/4 goverment types.)
So many elements need to be reblanced and sometimes even reworked. The lastest post on there road map do give me some hope.
Do I have this wrong and the progression also accounts for the size/economy/influence of the country that pushes a new age? It would create problems as well as be unrealistic if a tiny country no one ever heard of at the edge of the world could bring about new ages for the whole world no matter how advanced they were as compared to large, powerful countries being the ones that made the world turn.
Streamers tend to move quickly without looking into how things tick. Maybe one of you more learned folks could clue me in.
It is simply Knowledge which drives technological progress.
Variant Ages are triggered by certain conditions. Some are optional, others are not if you accidentially triggered the conditions. However the player who researches a new Age first sets the Age for everybody, so even if you are locked into a Crisis Age you can try to avoid it by slowing down research and letting another player set the next Age.
SPOILER :
https://millennia.paradoxwikis.com/Ages
PS Thanks for the link @TheCollector. =)
So I've read that link to the wiki. Basically in this game Mongolia today could bring about a new age for the whole world despite having almost zero influence on said world. It's a shame they made all these age changes take place based on such a simple measure. That is a broken game system.
It is pretty much the norms for 4x games. Research pushes you in to a new age. If anything Millenia is a bit diffrent since if you going for a variant age you need to do more then just do research.