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08 · Progression & Ages

Status: Skeleton · Owner: TBD · Updated: 2026-09-23

Purpose

Define long-term advancement: the age system borrowed from Age of Empires, the tech tree, and what a player is working toward at every stage.

To define

Ages (draft)

AgeThemeUnlocks
I — FoundingRuins, first sheltersBasic units, wood/food
II — RiseWalls, marketsStone, cavalry, first uniques
III — ZenithMonuments, the golden ageSiege, advanced tech, wonders
IV — Decline?TBD — see belowTBD

Think about

  • Age advancement is the best pacing tool you have. It is a rare, loud, celebratory beat in a genre made of small increments. Make each one a genuine event: the city visibly transforms, new units unlock, there is a cutscene or ceremony. Do not let it become "core building hit level 10".
  • Dynasty-specific age names are cheap identity. Majapahit's ages should not be called the same thing as Aksum's. Almost free, and it deepens the fantasy.
  • The "decline" question is the game's most interesting design fork. Every dynasty here actually fell. Do you model that? A late-age decline phase — or a Moksha rebirth that resets the city for permanent bonuses — would be thematically perfect and mechanically distinctive. It is also risky: players hate losing progress, and prestige systems need very careful tuning. Explore it properly before dismissing it; it may be the game's signature system.
  • Too many parallel tracks is the genre's UX disease. City level, account level, age, hero levels, tech tiers, VIP, alliance rank, season pass. Each feels additive; together they are unreadable. Cap the number of tracks a player must think about at once.
  • Power score is a social object, not a stat. It is what players compare, brag about and use to pick targets. Whatever you put in it becomes what players optimise — so if you want composition to matter, do not let raw troop count dominate the number.
  • Design the endgame before launch, not after. Maxed players who run out of progression either quit or become your most disruptive community members. Give them a job: alliance leadership, seasonal competition, prestige.

Open questions

#QuestionBlocksOwner
1How many ages at launch?Art, scope, economy
2Is there a decline/rebirth mechanic?Identity, economy, retention
3Shared ages or per-dynasty?Art budget, balance

Internal design document — work in progress.