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Some people don’t like the stress of crisis ages, and the variant ages offer twists and new mechanics without going overwhelming and overboard.
Now, what twists and new mechanics am I apparently missing?
I can't wait until simultaneous multiplayer is implemented. Steering through the ages against humans will be a ton of fun.
I'd really like them to remove the one Variant/Crisis Age per two ages restriction though and I hope that they implement more ages like the Age of The Old Ones that build on other crisis ages or even variant ages.
Intolerance unlocks unique outposts which give more faith and more faith options and culture. Inquisitors which can speedrun culture (which means you can then buy culture with production) and other good things.
Age of Blood is the ONLY way the game lets you use meat outside of kitchens by preserving it in a product chain + other bonuses.
Age of Plague... is just bad aside of better town defenses and until the next tech level, farms that produce food without labor. Which is "meh".
I personally dislike the Age of Heroes. The AI sucks at it and the player comes out of it with +10 or more knowledge gain over the AI easily.
The age of monument just wastes limited building space to begin with and you skip the powerful Age of Discovery for it with tons of free mana in the deep sea.
Just play the ages you like or roleplay your nation to pick an age depending on its ingame history.
Regarding OP, Age of Aether was a wonder for me because I was complaining about some of my landlocked region but the game provided me a solution in a neat way through this age. Mountains are now free for all. My sealocked region remains sealocked however.
Age of Ecology on the other hand was a letdown to resolve sea locked regions. They could create artificial islands ("ecology") but I discovered you can only do so on a claimed territory. In order to create Atlantis, you have to first waste exploration points to claim a territory then waste engineering points to raise an island on that claimed territory. You can say goodbye to creating this utopia if your claim territory is used up. A sealocked reagion should extend its powers on the nearest deepwater.
Both colonialism and political science allow you to blob more if you wish to. For a third one use spice merchants, they can turn merchants to settlers.
If you really want to have a lot of options, use all 3.
The crisis points are per player, so even if you're locked into a crisis age it'll only happen if you're the one to pick the next era, if another player beats you to the punch you'll get whatever they choose instead, assuming of course they aren't also locked in to a crisis era.
Also to point out you can still pull out a variant age even if a crisis age is locked in
I think what Variant Ages are missing is some kind of ongoing effects, even small ones. Keeping the Age of Aether example, it doesn't have to lead only to follow-on Variant Ages that all have steampunk equivalents to standard ones, but maybe later Air units are slightly different if you came through Age of Aether instead of Revolution or something.