Detailed explanation of "Civilization 7" Dark Age: Strategic Adversity Turnover
Just like there is a brilliant golden age in human history, there is also a sluggish dark age. While pop culture’s understanding of the dark ages remains in the past—they are often isolated events within a particular society rather than large-scale doomsday scenes—Civilization 7 presents such eras in a more accurate way.
Players can gain the possibility of entering the Dark Age through specific game routes. Although this can bring tangible benefits, it also comes with certain setbacks. Let's learn more!
In "Civilization 7", the Dark Age is not the complete annihilation of a specific era, which is different from "Civilization 6". This does not work, because Civilization 7 breaks down the era into three points, although this greatly improves the relevance, length and influence of the era.
The Golden Age and the Dark Age are associated with the Heritage Card, which is a card selected based on the legacy points you have accumulated in the previous era before entering the next era.
Therefore, there are legacy cards from ancient and exploratory times—the modern era has no legacy cards because at least for now, the game ends in the modern era.
Golden Age Heritage Card is available by completing all milestones on a specific heritage path. This means cultural, economic, military and scientific paths. While you can complete multiple legacy paths, you can only choose one of the powerful cards when choosing a lineup.
The Dark Age Heritage Card does the opposite. In order to obtain them, you must fail to complete any milestones on a specific legacy path. So you need to work specifically to avoid a milestone, or if your play style is completely off one or more paths, you will run into them.
The Dark Ages Heritage Card may be useful in certain situations. Remember, you are always facing the disadvantages of these cards. Do the benefits outweigh the dilemma? It really depends on what you are pursuing in your current game. Below, we list all the Dark Age Heritage Cards
and our personal analysis of whether they are worth choosing.
Transitional Era Heritage Path Effect Is it worth choosing?
Ancient Culture - After establishing religion, All Settlements - 3 Happy
- Missionaries get 1 charge and 1 mobile - Any Settlements that do not believe in your religion - 6 Happy Not worth it. When you may face a crisis of an exploration era that depends on maintaining the happiness value as much as possible, the impact of happiness value is too great.
Ancient Ancient Economy - Settlement production cost 100%
- Navy commander gains settlement for every two promotions worth. This will be very effective if you plan to explore the distant landsfind the treasure ship resources and/or conquer. Note that this requires you to have a lot of war or you'd better spend your time training settlers.
Military - Lost all settlements and troops except the capital- The Exploration Era had three cavalrymen at the beginning A full army composed of siege weapons
is not worth it. If your goal is to militarize the age of exploration, you'd better develop military from the powerful ancient times and choose a civilization like Mongolia. Giving up all settlements just to get a dozen specific types of troops is a challenge mode in our opinion rather than a heritage card.
Ancient Culture Science - Get a random technology improvement every five rounds (speed depends on the length of the game you choose) - Science-50% Maybe worth it. Although technological improvements are quite considerable, they are very expensive. Nevertheless, if your civilization is particularly mediocre in science – for example, Himehu, high-level shaman – it may be worth the risk to ensure your scientific output does not fall completely behind.
Explore - Explorer gets 1 movement and 50% digging speed - Influence-50%
Worth
. As always, it depends on the situation, but if your goal is to accumulate as many artifacts as possible as possible in order to achieve cultural victory quickly, then a decline in influence is not a big problem.
Explore Economy
- Build and purchase 100% of the productivity and gold for railway stations and ports - Resource capacity for all settlements 1- Culture-25%
Maybe worth it, because if you want economic victory, a quarter of cultural losses will have little impact. After all, you just need to develop to a certain level on the civic tree. However, it seems counterintuitive to go from failing to complete all the path milestones of the economic heritage paths to striving to complete all milestones.
Explore Military - Military unit production cost 25%
- All existing commanders receive two promotions
- New commanders receive two promotions for free worth. Honestly, if your gold production in the modern era is high enough to easily buy most military units, then the increase in the production cost of military units is not a big problem, and in the modern era, it is more than before. The times are more likely to obtain high gold revenue per round. If you're just a defensive game, it would be nice to strengthen your defense with a stronger commander. If you play an offensive game, you will gain a clear advantage as you enter the final stage.
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