![]() A globalizing economy and free trade, medical breakthroughs, the internet and later social media, environmentalism, decolonization, supranational organizations, social sciences, movies, etc. They used to be the the wrap up phase, but now they no longer are, so really there new content should've appeared. Future era is still the "wrap up" phase.īut atomic and information era no longer are. I don't think we need more futuristic stuff, this isn't Beyond Earth. I think that is tied to the future era extending this phase of the game beyond what is necessary. A lot more people seem to have this impression since the release of GS. Now, all that being said, your impression that the late-game is rather stale isn't wrong. There will always be a point where new content stops coming, so the game tries to push you to finish before you reach that point, so that you don't even fall into that hole. I made a mod to make renewable energy more interesting, but it's mostly just flavor, even I myself barely ever play around with it due to most of my games not even getting that far, and those that do already being decided by that point. ![]() Buildings would take more turns to reach break-even for their production cost than the game will continue to last. Being close to victory, stuff like yield upgrades has no significant effect anymore. It has been part of civ's philosophy ever since civ I. This is the purpose of that phase of the game. It doesn't bring anything new, just trying to say "Come'on finish up this game already" More wonders could work, but aside from that, I don't know. The problem is that late-game stuff barely matters until it has a direct globally noticeable effect. More city-centres buildings, maybe a Defence HQ after Guidance systems that extends city attack range to the 3rd ring, Maybe have Advanced Power Cells boost the Power generated from Renewable sources (you can now store power for later usage). Maybe allow cities to work the 4th ring after "Nanotechnology" or "Robotics" tech. How can this be fixed? well, my idea is to add more stuff to those techs, For example you could add a new wonder unlocked at the "Information warfare" civic that works similar to the Great Firewall and weakens enemy spies. The same applies to the Civic tree, it has Districts, wonders, buildings, ans benifits, although to a lesser extent, since late game still offers some nice things including a whole new tier of governments, but the future era still suffers the same problem, not enough things to which you look forward. Nothing, just nothing but GDR upgrades, it doesn't bring anything new, just trying to say "Come'on finish up this game already" after Uranium, it's nothing but units, units, and more units, not mention to the utter disaster that is the future era techs. You now have new things to build, things to anticipate, and more decisions to make. Look at them! Districts, wonders, improvements, extras (marked by a star), things that change up the gameplay and provides fresh strategies. Almost everyone agrees that the late game is very boring and becomes stale, so I decided to look at what makes Early game techs exiting for me.
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