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But isn't it? The game enters new eras after a certain number of turns have passed and the civs go into dark ages or golden ages. Do you not have Rise and Fall?
I think I read the speed one era passes is based on the average tech/civics of the civs.
Unless I misunderstood what you are saying.
The world era manages some things, like the world congress stuff, giving research bonus to old tech and penalites toward stuff, which is too modern for the current era, as well as making the warmonger/grievance penalties more severe.
The individual era on the contrary manages civ specific stuff, like your road levels, the price of tiles and the usage of some era specific policy cards
Ok, I've been trying to test this out. So far, the village artifacts I've uncovered match the era in which I entered the village with a unit, and the battle artifacts match the era of the units that participated (although there wasn't really much of a difference in this case). Battle artifacts from my fights with barbarians provide a choice between my Civ and the barbarians, and village artifacts only provide an artifact from my Civ.
I'll keep experimenting.
I suspect the game picks any era you yourself are currently past when you first get the tech to see the artifacts, and separately picks the two civs to choose from based on the artifact's location and historic conflicts, without considering when those conflicts occurred.
You can try using the cheat panel mod to start a game, quickly advance your tech level to crossbowmen, give yourself a couple of them, hunt some barbarians and kill them, then quickly advance your tech level to where you can see the artifacts and further use the cheat panel to give yourself the tech and buildings to build the archaeologist and have him dig up a few nearby and a few in other civ's territories.
On the whole this matches my experience. Namely, huts and barb camp sacks generate a single article of the player or city-state that clears it and battles give a choice of either belligerent.
I think the game generates the sites and their contents separately. It notes the location as a site based on activity but without recording content. Then there is an algorithm that determines what is in the site based on events that previously happened in the area. It usually works but sometimes strange things can happen since the things it checks may not have been the case when the site was generated (like sovereignty changes in a local city).
I haven't been fighting my neighbors in this game, so all my artifacts are from barbarian battles & village exploration.
I'm just not seeing any randomness here. Is it possible that a mod is causing the effect you're seeing? I could imagine someone wanting to randomize the artifacts for "balance", as having so many artifacts from one Civ (plus barbarians) in just a single era can make theming museums more difficult.
I think the reason you're not seeing randomness is due to the consistency in your game - its because you're not doing any civ fighting. Try experimenting using the cheat mod they way I suggested and I suspect you'll see that the game works the way coronusAtrus describes above. Play more games in more different ways and you'll see more variation. I've seen these anachronistic artifacts in more than one game. They aren't generating them strictly based on game history, but only loosely so.
Ok, I guess I could try that next.
If you have to use a mod to see the effect, isn't it possible that it's being caused by mods? If you arbitrarily change some factors like tech level using a mod, who knows what secondary effects that will have inside the game...
If you don't understand how any of it works and it's all just magic, then you have no real ability to judge what's possibly related and what's clearly unrelated. That leads to people saying 'take off all the mods and see if you can reproduce the problem' as a knee-jerk reaction that seldom has merit. I'm a retired software engineer (30 years of coding) and have some perspective plus the ability to read the code in the mods I use.
My understanding is that the mods don't change the game code. They just change the game data. Some of them operate on the data via SQL at game launch, but that's still just modifying the data. Game logic is in code, and usually isn't exposed in a way that can be modded. Sometimes people will create mods for games that change game code via a DLL change, but I have not seen that being done for CIV 6. It's a ton of work, much more than just doing a little xml.
If the game exposed a list of archaeology sites to mods then mods could mess with it and change the era and civ of the artifacts. But AFAIK the game doesn't do that, and mods can't mess with that aspect. I can't prove that something doesn't exist just because I can't find it, but based on what has been done and what hasn't, I can infer that mods can't mess with the artifact generation beyond providing additional icons and artifact names. The game takes care of deciding which civ they come from and what age they have, and AFAIK that's in code in the game engine, not in mod-able SQL or XML.
It comes down to this: your game appears to be acting in one manner. My game appears to be acting in a different manner. What could cause this? I choose to first question that component of the game which is designed specifically to change the way in which it acts: mods.
In my experience on this particular discussion board, the answer to "why is my game acting strange?" or "why is my game crashing?" has most frequently been "have you tried turning off / uninstalling your mods". The unmodified game is remarkably bug-free.
Barbarians are only generated in areas hidden by the "fog of war" from all Civs. Later in the game, most tiles are under constant scrutiny by at least one Civ, so there are very few regions where barbarians can spawn.
But yeah, if an artifact is generated in a region where multiple battles took place over time, it will be impossible to determine which one it came from, and therefore which era is appropriate for it. :)
Happens in my game and I have never used mods. Your tests seem to lean into the best case scenario for not seeing any issue. If you want it to happen, early conquest of neighbors or late settling of a geographically remote and distant continent that hosted other civilizations (that ideally have had major wars with each other) is usually when you see it.
Cultural progression also has an effect. Keep in mind the actual sites don't exist until some player discovers the appropriate civic causing them to be generated. This is unlike strategic resources that are always in the game but are revealed by discovering the right technology.