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A game from Amplitude Studios, the makers of Endless Space. This game follows human history, similar to the Civilization series, but with a different set of mechanics.

Starting in the Neolithic, you guide your civilization from their start as a nomadic tribe, through history to modern times. Unlike similar games, instead of choosing a single culture and playing all the way through, you are given an option each age to chose a new culture, representing the change of culture over time. As you play, performing certain actions (building big projects, conquering other cities, growing population, and such) builds fame, and whoever has the most fame at the end wins the game.

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Currently, the game can be preordered, and two "Open Dev" events (effectively betas for people who preordered or met other conditions) have been shown and played. Expected release is August 2021.


This game provides examples of...

  • Alliance Meter: Several meters for diplomacy, such as War Score (representing the population's willingness to fight), and diplomatic attitude (how one civilization views another)
  • Alternate Timeline: The setting for the game. An alternative version of human history.
  • A Commander Is You: In game cultures are divided into Militaristic, Scientific, Expansionist, Aesthete, Builder, Agricultural, and Merchant. In addition to telling you the kinds of bonuses they give, each of these divisions has activated special abilities.
  • Belief Makes You Stupid: Some random events and civics imply this, giving scientific or production bonuses when an "old superstition" is removed, or when religion is reduced or open to change. Sometimes the opposite happens, where religious tenets and buildings generate more science.
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  • Black Vikings: Very much possible with choices of cultures, which could combine ancient, classical, medieval, etc. cultures from different parts of our world. For actual black Vikings, for example, you could choose Nubians (in ancient times) and/or Aksumites (classical), then pick Norsemen in the Medieval period.
  • Culture Chop Suey: A big part of the game. You can combine any culture from one age with any other cultures from another age. City names and special buildings stick around, and cultural bonuses stack, implying that you are combining the cultures in question.
  • Easy Communication: Like most such games, you have no problems ordering anything to do whatever you want it to do. Even in Neolithic times with spread out tribes.
  • End Game Results Screen; Shows the winner, and which ages the winner and runners up got their fame from.
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  • Fictional Earth: The setting for the game.
  • 4X: A standard example of this genre
  • Geo Effects: Plenty, as fits this type of game
    • Different terrain produces different resources, and how much nearby and on terrain districts produce.
    • Battles are fought on small sections of terrain, similar to Endless Legend. High ground, forests, and other effects change how combat works.
    • Too big a height difference cannot be traversed, and higher ground offers farther vision to units.
  • Historical Domain Character: Averted. No great people, or special people at all, and the leaders are a generic player avatar instead of an actual leader.
  • Human Sacrifice: One event has you decide whether to do this, substitute animals, or do no sacrifices at all.
    • The Aztec special building lets you do this, sacrificing some population to gain happiness for a few turns.
  • Instant-Win Condition: There isn't one, except perhaps conquering all civilizations while ahead on fame. Otherwise, you play to the end, and whoever has the most fame wins, no exceptions.
  • Karma Meter: Your ideology is represented with four Karma Meters measuring your empire's attitude to social matters: Collectivism vs. Individualism, Homeland vs. World, Liberty vs. Order and Tradition vs. Progress, with civics and narrative choices pushing the meters in an appropriate direction. Staying in the middle increases your stability, but if you go to any of the extremes, you will get a significant bonus to resources.
  • Land of One City: Possible to do in gameplay by merging all territories onto a single city.
  • Modern Mayincatec Empire: Doable if you pick the Mayans, Aztecs, or Inca and keep them to modern times instead of switching to a different culture.
  • Morale Mechanic: How Wars work. Instead of all out war until one side gets conquered or players agree to a peace treaty, civilizations have a "war score" against each other. This increases with success in war, insulting actions/grievances (like advancing too close to the other's territory or cutting trade routes) performed by the other civilization, and decreases with the opposite of these things. When war score gets too low in one civilization, it is forced to make peace. There's also the usual "happiness/unrest' found in similar games, determining how productive your population is.
  • Non-Entity General: Played with. No one in the gameworld is commanding the civilizations. However, the other players are represented by avatars which are seen in diplomacy and score screens. These avatars look the same throughout history, but are dressed as the most recent culture's they've chosen. Computer controlled ones have a certain programmed personality.
  • Proud Merchant Race: Any culture with Merchant affinity. Their Legacy traits are usually centered around earning and using Money, they get cheaper trade deals and can resell bought resources at a profit, or outright buy resource extractors in other player's territory.
  • Proud Scholar Race: Any culture with Scientist affinity. Their Legacy traits generally offer signifincant Science bonus, they can turn their cities' Production into Science and they can research technologies from an Era later than they are.
  • Proud Warrior Race: Any culture with Militarist affinity. Their Legacy traits generally improve their units, they can instantly spawn an army of Militia-type units in any city and have higher Warscore resting point
  • Pyramid Power: The Great Pyramid is a cultural wonder, and the Egyptian and Nubian cultures gets smaller pyramids as a district.
  • Random Event: Several of these in each game. They have various choices with various bonuses and penalties, and can effect the culture/civics of your civilization.
  • "Risk"-Style Map: The map is divided into territories, with one outpost or city per territory, which define a civilization's land.
  • Scoring Points: Fame is the score. Whoever has the most at the end wins.
  • Settling the Frontier: As in most 4x games, you'll do this early game, and when you get sailing to reach other continents. Territories are claimed by having units found outposts, and cities grow by building districts on terrain.
  • Tech Tree: Opens new units, buildings, etc. A normal tech tree for this sort of game.
  • War Elephants: Unique units for several civilizations use these.
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