Appearance
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)
| Age | Theme | Unlocks |
|---|---|---|
| I — Founding | Ruins, first shelters | Basic units, wood/food |
| II — Rise | Walls, markets | Stone, cavalry, first uniques |
| III — Zenith | Monuments, the golden age | Siege, advanced tech, wonders |
| IV — Decline? | TBD — see below | TBD |
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
| # | Question | Blocks | Owner |
|---|---|---|---|
| 1 | How many ages at launch? | Art, scope, economy | |
| 2 | Is there a decline/rebirth mechanic? | Identity, economy, retention | |
| 3 | Shared ages or per-dynasty? | Art budget, balance |