Things seemed to be going well thus far as Augustus made the transition into the Exploration era. Despite having only a single city available, I'd been able to settle my starting subcontinent with a bunch of towns and then take a huge chunk out of the Persian empire to the west. My science and cultural outputs were well below what they would be in a normal game while still keeping pace and even surpassing the totals put up by the rival AI empires. I was hoping to keep the snowball rolling by committing to further territorial gains made at the expense of Xerxes. Since I was never going to have more than a single city, I needed to offset that by being bigger than everyone else with a boatload of towns. Much bigger - much, much bigger.
To that extent, I decided that I would pick Mongolia as my civilization for the Exploration age. Mongolia is probably the most war-centric civilization choice for this era and I'd never tried them out before. If anyone is wondering how I could go from playing Carthage in the Ancient era to Mongolia in the Exploration age, well, I had apparently connected three horse resources and that did the trick. I know that this is immersion-breaking for tons of people but it doesn't really bother me - my complaints with the era transitions are gameplay-related, not based in historical accuracy. In any case, Mongolia's unique civ ability grants a free cavalry unit each time that an opposing settlement is captured, at the cost of having settlers which are 50% more expensive to train. Neither one of these aspects proves to be as significant as it sounds, as military units are cheap to build in this game but settlers are also cheap to build. I would end up rush-buying a few settlers and didn't really notice the difference in cost. The Mongols also gain Military legacy points by capturing enemy settlements on their home continent, not only in "distant lands" as the idiotically-designed normal Military scoring functions. I think this is supposed to be in addition to getting points for converting distant cities to your religion but for whatever reason it's coded as a replacement, with the Mongols *ONLY* getting Military points for capturing settlements. Naturally the in-game Civ7 text continues to state that the players receives Military points for converting their distant land cities even though this is no longer the case.
Other Mongol uniques include the very strong Keshig, a unique unit replacement that turns the standard melee infantry unit into a ranged cavalry unit. These things are great and they would form the bulk of my military forces throughout the Exploration age. The Mongols also get a unique army commander called the Noyan which grants an additional flanking bonus to cavalry units within its radius, one of those "nice to have" but not great bonuses. The Mongols do not have a unique district and instead get a unique tile improvement called the Ortoo that adds extra gold to a tile. This is a nice improvement when it can be placed, however it can only go on tiles with no features which in practice means farms, and of course farms are bad in Civ7 because food becomes useless after the early game. At least it can be constructed in towns so I would rush-buy these wherever possible though that was fewer tiles than I expected.
The best feature of the Mongols is their unique civics tree which has *FOUR* different increases to the settlement limit contained within. That's the bonus that I wanted more than anything else since it has obvious synergy with their expansion-driven nature. I believe that no other civ in the game gets more than +2 to their settlement limit from their civics tree. This was the main reason why I picked Mongolia and it wasn't even listed on the civ selection screen. The interface really, really should have a link to check out the civics tree of each nation since that's a huge part of what makes each of them strong or weak. Once again, the only way to see this information is to start a new game with the civ in question or consult out-of-game resources online.
With my civ selected, I had to start the process of going through the era transition. I've written this before but I really hate doing these transitions since they take a lot of time and always leave me feeling disoriented afterwards. Many, many people on the Civilization forums have talked about how they dislike the era transitions and keep abandoning games because they just can't get into the gameplay of the next era after such a jarring discontinuity. Anyway, first I had to select my legacy bonuses and the big bonus as usual was Fealty in the military category for +2 settlement limit. That one is an absolute must-have, much like the Economic golden age policy to keep your cities from collapsing back into towns again (for any game other than this one). Elsewhere, I mostly grabbed a whole bunch of extra attribute points to keep filling out those respective trees. Note that there is no button here to see the darn attribute trees, and instead the player has to click View Map, then open their leader profile, then open the attribute point menu. I always have to do this multiple times going back and forth to plan out where I'm placing the points and the whole thing is needlessly frustraing yet again because the interface is so poorly designed. Civ7 really makes the player work to do basic tasks.
After selecting the various legacy points, then I could get started with the tedious work of fixing everything that was broken during the era transition. These transitions always leave your civ in terrible shape and the player has to go through and correct everything that the automation messes up. First the player has to choose a new set of social policies, losing everything other than the civ-specific traditions from the previous era. If there were general policies that you liked in the prior era and wanted to keep running, tough luck, those belonged to the Ancient era and that's over now. Then the player has to go through each city and pick something new to build (fortunately a short task in this game) followed by re-assigning every resource one at a time. All of the resources get scrambled around in their functions and some resources disappear while others appear for the first time so this always takes a while to do. Then the player has to pick a new tech and a new civic to research from entirely new trees in each category, followed by finding out what units survived the era transition and where the heck they are on the map. I've often spent long minutes on end trying to determine where my army commanders have jumped to, since they don't stay in the same location and there's no military advisor screen in this game for easy searching. Then every town has to be re-specialized since they all go back to the default growth assignment at the start of each era... sigh. It all takes a while.
I genuinely do not find any of this to be fun and it often feels as though someone else logged into a game I was playing and changed everything around for unknown reasons. It's not a good sign that the two things I most want to remove from Civ7, era transitions and the legacy scoring goals, are absolutely central features to the gameplay design. I'm not optimistic that these are improving in patches.
In any case, here was an overview of the newly born Mongolia in all of its glory. I didn't suffer as much of a fall as usual in terms of overall yields though that may have been because they didn't have as far to drop given this variant. Science decreased from 130 to 100 beakers/turn while culture actually increased a bit since it had been 87/turn before the break. This was likely due to civ-wide happiness increasing thanks to the settlement limit growing from its former 11/8 to 11/11 where I was no longer suffering 15 unhappy faces in every settlement. All of these numbers were far above the other AI empires in gold and science and still holding a closer lead in culture aside from Isabella. I also had a clear edge in influence generation thanks to setting several towns over to the "hub" specialization where they gained influence for every connected settlement. That specialization is one of the most useful options for towns since influence tends to be a scarce resource in Civ7.
Readers may also note that this was played on a different patch since it was finally possible to rename towns and cities now! With input from the Livestream viewers, we changed Carthage over to Eternal City, Motya to Mott's Applesauce, the former Persian capital from Parsa over to Exxerxes and so on. This is such a small change but it made the gameplay feel so much better, more like I had control over my own civilization instead of renting it on a temporary basis. Why did it take six weeks and several patches for this to be added to the game?
The gameplan for this era was quite simple: gather up my military units from the various places where they had been scattered across the map and go smash Xerxes again. I didn't want to go settle distant lands or whatever the stupid legacy scoring goals were telling me to do, I wanted to seize control of the whole continent that we were uneasily sharing. Thanks to having a lot of influence available from those hub towns, I was also able to start running some of the espionage-based endeavors that I had largely ignored before this game. These can be quite poweful as they have 100% chance to succeed and can deliver up techs and civics that the player hasn't researched. They will always deliver the cheapest tech/civic possible (and the AI stinks at research so often there's nothing available to steal) but I was able to get some pretty decent stuff from Xerxes over the course of this era. As long as there's influence available to burn and you don't care about getting caught, this is another strong option to speed up progress through the tech and civics trees.
With the calendar now showing the Exploration age, I was permitted to explore overseas for the first time and sent my usual four cogs out into the wide blue expanses, two in each direction. The ones in the west didn't make it very far before running into this hostile Military independent power which I had no interest in befriending. The cogs would spend the immediate future blasting away at the barbarians that it spawned to ensure a safe landing zone for the settler that I had trailing in their wake. Even though I had picked a Fractal map script which is the best and most varied of the current options, the map generation still had the boring and predictable sequence of two island archipelagos running between the two main continents. It's hard to overstate how badly the whole "distant lands" concept is forcing the gameplay into a straightjacket at the moment, and how much better things would be if everything associated with them was either made optional or removed entirely. My goal for this game was to establish a single town in each island chain as a location for power projection, while not caring at all about the treasure fleet stuff this time around.
Note that Xerxes was also embarking settlers and sending them into the islands as well. I badly wanted to put a stop to his potential expansion since every settlement that he added would be another spot that I'd have to conquer later on. It had taken a little over a dozen turns to move all of my scattered units into position along the border with Xerxes (who had swapped to the Abbasids for this era), followed by a renewal of hostilities on Turn 19:
Xerxes had clearly been hurt much worse by the era transition than I had been. His vast army of immortals and archers was largely gone, puffed into smoke by the dawning of the new age. I suspect this is part of the reason why the AI collapses so badly in Civ7 as the gameplay rolls along: the player can handle these disconnects much better than the poor AI which seems totally lost. Yet another reason why we'd be better off without those foolish things, argh! In any case, Bactria wasn't particularly well defended and my combined arms force of courses and keshigs advanced right up to its gates. I needed to move quickly because I knew that each turn Xerxes would be spamming out more units from every city due to their cheap costs. It took several turns of bombardment to knock out the fortified districts along with the city center tile, with Xerxes adding more heavy archers every turn, but I was also rush-buying more keshigs along the front lines and Bactria would fall to Mongolian forces on Turn 23.
There was also some fierce fighting off to the west in the island chain where I had three cogs firing their guns at the various units that Xerxes tried to embark on the waves. I would kill no less than three settlers in this process, none of which ever survived long enough to establish a settlement. One thing that Civ7 does do well is emphasize the importance of naval units for combined arms operations, though this is largely carried over from Civ6 where the gameplay worked the same way. Regardless, if you don't control the waters, it's really hard to make any progress anywhere with a coastline. On land, Mongolian forces slowly kept pushing forward through the jungles north of Bactria aided by a pair of army commanders who were starting to get a decent amount of promotions. One of them had hit the first commendation which almost always should go for the +5 combat strength option, and that addition makes a huge difference as it essentially offsets the bonus that the AI gets from high difficulty. By Turn 30 things had started to swing decisively in my favor:
The main advance on Harran was coming up from the south along the one road in the area, however I had enough spare forces that there was a separate group of keshigs pushing in from the east as well. Over on the coast, a pair of cogs was attacking anything that strayed too far to the west (including yet another settler trying to escape!) I lost a few units here and there while inflicting much worse casualties on Xerxes, continuously replacing losses with rush-buys as needed. Harran fell a few turns later and Xerxes was willing to hand over a third city for peace so I was content to bring the conflict to a close:
Raga was the additional territory delivered in the treaty, the best non-capital Xerxes city remaining and the one that fit best with the Mongolian domains. Xerxes had been knocked down to a mere two settlements remaining, his new capital of Baghdad to the north along with Sparda to the northeast. Much as I would have liked to finish him off, my civ was sitting three settlements above the cap and needed some time to improve its happiness situation before absorbing more territory. The plan was to build up for a bit and then come back to complete the full conquest as my purple borders kept creeping further and further to the north on the minimap. Note as well that my overall cultural output had barely increased at all since making the era transition at 103 culture/turn. That was about to change as I stopped funneling money into unit purchases and shifted it over to domestic pursuits instead.
While the fighting was taking place, I had met the final two AI leaders in this game over on the other continent. Catherine seemed to be located up in the north while Tecumseh was situated in the south; I would later discover that their continent had a bizarre shape with a sea running through the center aside from a narrow one-tile passageway connecting the two halves. As usual for Civ7, they were failing miserably on the economic front despite having tons of empty space for expansion and never having faced a war. Neither of them had cracked 100 beakers/turn for science and they were both struggling to reach 100 gold/turn. In fact, all of the AI leaders were doing terribly when it came to monetary income and that was indeed one of my strengths given this town-based variant. I also had the assistance of several independent powers on my side:
This pictured IP was a Cultural one located out on the island chains but there was another independent power located a little bit to the north which had the Economic typing. I took the +1 culture on cultural buildings option from this first alliance, something which could apply to my various towns thanks to Augustus' leader ability letting me cash-rush kilns and pavilions everywhere. Even better, that +1 culture would apply per befriended IP and I think that I had three or four of them by the end of the era. For the Economic IP, I took the option to construct a unique tile improvement called the Company Post which added +4 gold to any rural tile improvement. These were slightly worse than the unique Mongolian Ortoo but lacked its obnoxious tile requirements so I would end up adding a bunch of each type. During this peaceful interlude, I was cash-rushing both Ortoos and Company Posts on every tile that qualified to boost my income. Each of them cost around 200 gold to be placed and yielded 4-5 gold per turn for a payback window of 40-50 turns. (Since both of these unique tile improvements were ageless, I never had to worry about them obsoleting.) They would also stack with any other town-based policies or gold-based perks unlocked on the tech/civics trees to make them even better future investments, which in practice meant that the payback time was much shorter than the nominal 40-50 turns. Long story short, my gold/turn income kept going up and up and up over the following turns as I added more and more of these unique tile improvements.
By the way, I had been hoping to find a Scientific IP somewhere on the map to place the equivalent science-boosting tile improvements (the Monastery in the Exploration age). Unfortunately, no such type existed as there wasn't a single Scientific IP anywhere in the whole world due to sheer chance. I'd have to make due with the Economic-based ones instead.
After ten turns of continuing to dump gold into those tile improvements, my income had increased by roughly 50% from 420 to 640 gold/turn. I had also picked up another increase to the settlement limit from one of the unique Mongolian civics and that had happiness in a stable position for further expansion. All treaties in Civ7 last for exactly 10 turns which meant that after signing peace on Turn 33, I could kick off hostilities again on Turn 43. Xerxes had no less than three settlers trying to escape his territory on the turn that I declared and I wanted very badly to get him out of this game - the man was like a cockroach! Maybe he should have been spending more time training actual military units instead of additional settlers as my veteran soldiers rapidly overran his two remaining cities. Baghdad and Sparda both fell by the third turn of the war and that was it... except that Xerxes had apparently gotten one additional settlement over in the eastern archipelago, argh! I had spotted it towards the end of the peace interval and a squadron of rush-bought carracks was headed over there to complete the elimination. Hopefully the former Persian leader wouldn't manage to escape yet again.
Each time that I had gone to war with Xerxes, his alliance with Isabella had brought her into the fighting as well. That wartime status had largely been nominal up to this point since I had been quite busy grinding through the territory of Xerxes, however now the barrier between us was gone and Izzy's Spain was right on my doorstep. I figured that I might as well keep pushing further north since I was locked into wartime status for a minimum of 10 turns and couldn't sign a peace treaty until Turn 53. Isabella's original capital of Wasset was the next city in line and it was an incredibly juicy prize with a whole bunch of world wonders. The city had formidable natural protections though, between the Grand Canyon to the south and a series of mountains to the west. Nevertheless, I made my best effort at the city and enjoyed some success at capturing a few of the fortified districts:
There was one group of keshigs led by an army commander attacking through the narrow passes to the west of Wasset, while the rest of my army was trying to circle east of the Grand Canyon to attack from the other side. I was concerned that my forces were getting overstretched here due to the brutal terrain and my long supply lines; the captured Baghdad and Sparta were still in resistance and couldn't be used as cash-rushing sites for fresh troops. Unfortunately that's exactly what happened as Isabella followed the standard tactic of spamming out knights everywhere, a new knight from each of her core cities each turn. It doesn't matter that the AI is comically ineffective at using these units, once the map started to fill up with defenders I was unable to maneuver and started taking losses that couldn't be replaced easily. By Turn 51, the position of my battered army was beginning to collapse and I went into preservation mode, trying to keep as many units alive as possible until a treaty could be signed. The AI in this game will always sign peace after ten turns have passed which meant that I only had to last until Turn 53. It was at that point, with Isabella finally having gained the upper hand in the fighting and with Wasset completely secure from capture, that she signed the most mind-boggling deal I can remember:
She handed over Wasset in the peace treaty!!!
I recall seeing that Izzy would give me a city for peace when I opened the diplomatic screen and thinking, huh, might as well check if she would include Wasset, then being stunned when it was an actual option. This was the single best city in Spain, with half a dozen world wonders present, and Isabella never should have agreed to hand it over at any price. It's a weird side effect of the civ swapping mechanic whereby the AI will change their capitals upon taking the reins of a new nation, then their best city is no longer their capital any longer and it can theoretically be traded away like this. We would change the name of Wasset to "Eternal Town" in recognition of its impressive status, taking the top spot among the many towns that I was controlling in this game. Even Wasset could not become a city by variant rule though it was surely ridiculous to have a town with this pedigree. I still could not get over what a break this was - how stupid is this AI on the diplomatic screen?!
It took longer than I expected to reach Xerxes and then bombard down the defenses of his last remaining settlement. Then I had to kill the last unit inside (another settler, heh) which took one additional turn and the final blow didn't arrive until Turn 57:
Xerxes was a legitimately tough opponent and he put up much more resistance than any of the other AI leaders in this game. I was certainly glad that I managed to stop him from getting any more settlements down, and I'd been nervous that he had a settler somewhere out there on the map which was going to force me to track down some other flyspeck town. Eliminating Xerxes also removed the unhappiness that I was suffering from negative war score, which had gotten all the way down to -3 thanks to a bunch of the AI leaders supporting his side of the conflict. I was in an OK spot for happiness despite being four ticks above the settlement limit at 20/16, still trying to research my way to additional techs and civics which would increase that limit. Happiness was especially tough to manage in this game because the towns couldn't construct a lot of the happiness-boosting buildings and the ones that they could theoretically have like temples weren't worth cash-rushing everywhere. At least I had all of those increases to the settlement limit in the Mongolian civics tree which I was continuing to chase down as fast as my culture could get there.
Side note: I genuinely dislike the settlement limit as a mechanic. Even though it's a soft cap that the player can go over as I was doing throughout this game, the whole thing feels confining and not fun to experience. There are always a whole bunch of spots that I would theoretically like to settle but which aren't good enough to justify eating up one of those precious settlement slots. This is also a major reason why towns are so inferior to cities in Civ7: if you can only have a limited number of settlements, it's not worthwhile using them on towns that contribute very little beyond gold. There's also no reason why this mechanic needs to exist at all: the limit on settling the map should be the OTHER PLAYERS getting there first and taking the land for themselves! It feels like I'm playing the game while being tied up, and that's not much fun even if I'm getting better at working around the restraints of this system.
By this point, essentially every tile that qualified for an Ortoo or a Company Post already had them present. I also had enough military units on hand for the moment, at least until I managed to work my way to better units on the tech tree. I had a giant income of 600-700 gold burning a hole in my pocket though and the only realistic way to spend it was on cash-rushing a whole bunch of cultural buildings. While I couldn't purchase scientific buildings in my towns, I could add kilns and pavilions everywhere so that's exactly what I did. Kilns are worth a base 3 culture and recall that I had earlier taken that IP ability that added another +1 culture per city state alliance. When paired with a basic mountain adjacency as pictured here, I could place a kiln for 6 culture and then complete the quarter with a pavilion for another 7 culture. This added up to a lot of culture in a real hurry as I started spamming this building pair across my territory, with town after town getting this cultural pairing. I was hoping to complete the full Mongolian civics tree before the end of the era along with getting all of the widely-spaced +1 settlement limit bonuses in the main civics tree, all of which would require an awful lot of culture.
I was also completing some of the other legacy scoring goals without putting too much effort into them. The Cultural goal in this era involves collecting 12 relics and I had once again taken the religious policy that grants two relics for first-time conversion of a city state. This one generates a lot of relics without much effort and it's pretty easy to hit the full 12 relics if the player can convert four city states (after befriending them of course). I had a couple of missionaries out on the map for those conversions while also defogging everything while they wanted for the IP friendship meters to fill up. Missionaries still can't be attacked or stopped in any way and they ignore the need for Open Borders, making them incredible scouts. Tecumseh refused to sign Open Borders at any point in this game which made those missionaries the only way to get information on his territory. This didn't really matter for the moment but I might want to pay the guy a military visit in the next era and it was better to get map vision now.
For the other categories, I was clearly working on the Military goal but hadn't managed to hit it yet since I couldn't take advantage of the religious aspect of that category. I had been expecting that I could get double points for my "distant lands" towns by converting them to my religion and nothing happened at all - it was that undocumented aspect of Mongolia at work, great. Guess I had to go smash some more enemy cities then. The Science scoring goal wasn't one that I was expecting to get because I could only train specialists at the single Eternal City, however I would end up landing this as well thanks to some truly powerful vertical building in my capital. I think that Eternal Town may have also had one tile quality for the 40 yield requirement, I'm not sure. And for the Economic category which was so important in my GOTM2 endeavor, it was basically an afterthought in this game. I didn't care about treasure fleets and I didn't need to preserve my cities since I only had one of them. I managed to hit the first tier in that category without ever coming close to the full 30 treasure fleets.
In theory there was still a lot of time left in the Exploration age since the meter was only sitting at 66% on Turn 73. In practice though, I knew that the era was almost done because it fills up very quickly when reaching the tier 3 scoring goals in each category. I thought that there was enough time remaining to grab a bit more territory from Isabella as I wanted to expunge everyone other than my faithfull ally Ada Lovelace from this continent. I had enough of a cushion on happiness to absorb a few more cities and I still had the last few boosts to settlement limit upcoming from civics research. Furthermore, I had an absolutely massive bank account that had swelled to 1350 gold/turn and three nearby settlements at Eternal Town, Sparda, and Pink Dot where soldiers could be cash-rushed for an assault on Madrid. I was crushing every other AI leader in the various civ-wide metrics on the overview ribbons, now it was time to punish Isabella further for picking the wrong side in the earlier conflict with Xerxes. Mongolian forces crossed the border a few turns later on Turn 77 and the final war of the Exploration age was underway.
Isabella's response to my invasion was to spam knights. Lots and lots of knights:
Knights on every tile, knights as far as the eye can see. This seems to be the pattern that the AI employs, find whatever the highest combat strength unit might be and pump them out of every city relentlessly. There's no strategy here, no combined arms, just a Carpet of Doom clogging up the map and blocking the player from moving forward. I know that there are lots of people out there who love the One Unit Per Tile mechanics but yeeesh, this is pretty ugly stuff. Anyway, in order for me to advance, I basically had to keep killing multiple knights per turn while grinding forward a little bit at a time. My answer was the power of the purse: I was rush-buying units every turn out of Eternal Town, Sparda, and Pink Dot. Two can play that game, AI civs! As I keep saying in these reports, the unit costs are simply set too low in Civ7 which is why the map gets jammed up like this. My units began wrapping around to the north of that lake as the only place with room to move and I even had some ships on the navigable river to the east providing additional firepower. We were stalemated for a few turns but inevitably my constant reinforcements plus the presence of two army commanders began to inch forward. The swarm of Spanish knights slowed down and eventually began to falter, with Madrid finally falling on Turn 82 and opening the way to continue further north.
I had a separate offensive led by another army commander attacking the city of Akhetaten in the extreme northwest. There were four fortified districts up there that required capture but only a handful of defenders since Izzy appeared to be concentrating her forces over by Madrid. I also had naval support from several carracks up there and managed to take the city without much trouble. That left Ostia as the only remaining Spanish city on the mainland, a city with a wild history which had started under Ada's control and then passed to Xerxes in a peace treaty before being captured by Isabella. This was another place where I had to fight through half a dozen knights and then reduce the defenses, all while deliberately holding off on achieving any of the other legacy scoring goals since otherwise the Exploration age would end before I could do the city capture. Yes, I easily could have had the era conclude with my whole army standing outside an enemy city thanks to the ridiculous transition mechanics, fun stuff. But by now I had played enough Civ7 to be able to manipulate the dumb transitions somewhat, leaving me enough time to take Ostia:
With its fall, I locked up the Military scoring goal for the era and the meter in the corner of the screen jumped to 100%. The Exploration age would now end upon finishing the current turn so I signed a new peace treated and claimed Izzy's best offshore city in the process, taking me to 24/20 on the settlement limit. Hopefully I had enough happiness to sit at four spots above the cap. Now that the war was over, I could finish the other tasks that I'd been delaying: having a missionary parked outside of a friendly city state do the religious conversion for relic #12, followed by cashing in a couple of treasure fleets that had been sitting around in unused in my territory. I estimate that the meter would have gone up to roughly 115% if I hadn't engaged in these silly shenanigans. It really annoys me that Civ7 basically forces the player to do this ridiculous stuff as there are real benefits to be gained from it. You should never cash in your treasure fleets or claim the last relic or take the last city needed for the Military goal until you can do all of them simultaneously - what amazing gameplay design at work.
Here's the end-of-era comparisons with the other surviving AI empires. Readers might notice that my numbers had absolutely exploded over the final turns, which was thanks to making several friendships with independent powers in the last few turns. It had taken me forever to find the remaining IPs on the other continent despite some diligent scouting, and when I finally did find them I was able to recruit almost all of them with my dominant influence. Their alliances had been triggering over the last dozen or so turns and they tend to have a cascading effect, as all of those "+1 culture on each culture building PER city state" effects activated together. Needless to say, I was now annihilating all competitors when it came to culture and especially gold/turn income. Science remained my Achilles heel due to the restrictive nature of this variant and yet even there I was doubling the best efforts of the AI leaders. I guess that I need to bump future games up to Deity due to the lack of challenge here on Immortal.
One more era to go, the blink-and-you'll-miss-it speedrun that is the Modern age. Even though the final era goes by quickly, I'll still separate it into its own page for organizational purposes; read on for the conclusion of this game.