Age Crisis Guide: Legacy Paths & Crisis Choices
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.
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.