Age Crisis Guide: Legacy Paths & Crisis Choices

Age System · 2025-07-16
目录

The Age Crisis is the periodic shock that punishes unprepared empires and rewards planned ones. Understanding how crisis intensity is calculated lets you neutralize what looks like a random event into a manageable speed bump. This guide explains the mechanics and how to prepare.

What triggers a crisis

A crisis erupts at the end of each Age, and its severity is not random.

  • Intensity scales with how few Legacy Paths you completed.
  • Zero or one path means a harsh crisis with real penalties.
  • Two paths is the safe floor that avoids the worst effects.
  • Three or four paths yields a Golden Age instead of a crisis.

Types of crisis effects

Crises manifest in ways that hit your weak points, so broad preparation helps.

  • Unrest and amenity drops in cities you neglected.
  • Production slowdowns on districts you under-built.
  • Military weakness if you skipped the military path.
  • Economic shocks if you ignored trade and resources.
Tip: the cheapest insurance is finishing two Legacy Paths. That single habit removes almost every punishing crisis effect and costs far less than recovering from a Dark Age.

Preparing for the crisis

Treat the last ten turns of an Age as crisis prep, not as business as usual.

  • Finish a second Legacy Path before the timer expires.
  • Stock gold and builders to absorb shocks quickly.
  • Garrison border cities so unrest does not invite war.
  • Avoid starting a war right as the crisis lands.

Surviving a bad crisis

If you missed the paths, recover fast rather than panic.

  • Spend gold immediately on amenities and buildings.
  • Concentrate production on the worst-hit city first.
  • Use internal trade to rush the cities that rebelled.

Quick reference: crisis rule

Finish two Legacy Paths every Age and the crisis becomes a non-event; skip them and you spend the next Age recovering. The choice is yours ten turns before the timer, not during the chaos.

Crisis and victory timing

A crisis can interrupt your victory sprint if it lands at the wrong moment, so time your push around it.

  • Finish your victory project before the crisis weakens your cities.
  • If the crisis is near, bank resources to absorb the shock.
  • Avoid starting a war the turn the crisis hits.
  • Use a Golden Age to accelerate the final sprint safely.

Reading the crisis meter

The crisis meter is your early-warning system; read it like a clock.

  • Check it every few turns in the late Age.
  • Count how many paths remain to safety.
  • If short, divert production to the fastest remaining path.
  • Treat a red meter as a ten-turn sprint, not a worry.

Golden Age planning

A Golden Age is the reward for over-preparing, and it pays for itself next Age.

  • Aim for three or four paths when the map allows it.
  • Bank the bonus and use it to open the next Age fast.
  • A Golden Age can offset a weak start in the new era.
  • Treat the Golden Age as a head start, not a trophy.

Crisis and diplomacy

A crisis is also a diplomatic moment; rivals may be weak too.

  • Attack a rival weakened by their own crisis.
  • Propose Congress resolutions while others are distracted.
  • Use the chaos to grab city-states cheaply.
  • Defend alliances so your own crisis stays manageable.

Crisis recovery speed

How fast you recover matters more than the crisis itself, so build recovery into the plan.

  • Keep a gold reserve specifically for crisis shocks.
  • Pre-build amenities so unrest clears in one or two turns.
  • Concentrate recovery production on the worst-hit city first.
  • Do not start new wars while still recovering.

Above all, treat the two-Legacy-Path habit as the single most reliable insurance in the game, because it turns a threatening crisis into a manageable speed bump every single Age.