From Fixed Civilizations to Civilization Creation: A Possible Future Direction for Age of Empires

From Fixed Civilizations to Civilization Creation: A Possible Future Direction for Age of Empires

The Age of Empires series has always been built around one core concept:

Civilizations.

For many years, players have mainly experienced the game through official historical civilizations.

Each civilization has:

  • A historical background
  • A unique identity
  • Different technology choices
  • A distinct gameplay style

This system is one of the most important parts of AoE.

However, I think the future of civilization design should not only be:

“Adding more civilizations.”

A bigger possibility is:

Making civilizations themselves into something players can create, explore, and compete with.

The future civilization system does not need to replace classic civilizations.

Instead, it can expand around them.

I think there are three possible directions:

  1. Classic Civilizations
  2. Civ Editor / Sandbox Civilizations
  3. Random Civilization Generation System

These three systems can exist together and create a complete civilization ecosystem.


1. Classic Civilizations: Keeping the Identity of AoE

Official civilizations should always remain.

Players should still be able to experience civilizations like:

  • Franks with strong cavalry
  • Britons with powerful archers
  • Mongols with mobility
  • Byzantines with defense

The value of these civilizations is not only balance.

The most important thing is:

Identity.

Players are not choosing only bonuses and technologies.

They are choosing:

  • Culture
  • Historical background
  • Different way to play the game

Therefore, fixed civilizations should continue to represent the traditional AoE experience.


2. Civ Editor: Expanding Possibilities Within the AoE Framework

The first step toward more civilization variety could be an official Civ Editor.

However, I do not think it should be a completely unlimited creation tool.
Unlimited freedom can easily create meaningless combinations.

Instead, it should allow players to modify civilizations inside the existing AoE framework.

For example:

  • Civilization bonuses
  • Technology availability
  • Unit access
  • Unique Units
  • Unique Technologies

The purpose is not to replace official civilizations.

It is to allow:

  • Historical variations
  • Alternate designs
  • Campaign civilizations
  • Community balance experiments

A civilization is not interesting because everything is possible,
it is interesting because different systems combine into a meaningful identity.


3. Sandbox Civilizations: Player Creativity

Based on Civ Editor, players could create their own civilizations.

Examples:

  • Alternate history civilizations
  • Fictional civilizations
  • Different historical timelines

This mode does not need to focus on competitive balance.

Its purpose is:

Creativity.

Players can ask:

“What if this civilization developed differently?”
“What if this faction created another military tradition?”

Sandbox mode becomes a place where players explore possibilities.


4. Random Civilization Generation: Discovering Civilizations Players Would Not Create

Sandbox creation has one limitation:

Players usually create what they already imagine.

A Random Civilization system creates a different experience,
it allows players to discover civilizations they would never manually design.

However, it should not be pure randomness.

Randomly combining technologies can easily create meaningless civilizations.

For example:

  • Religious technologies without a religious identity
  • Cavalry technologies without economic support
  • Defensive technologies without a complete defensive system

Therefore, civilization generation should be based on:

  • Culture Templates
  • Technology Preferences
  • Bonus Pools

The goal is not random power.
The goal is:

Creating civilizations with unexpected but logical identities.


Technology Preference: Making Random Civilizations Meaningful

Technologies should not simply be:

Available or unavailable.

They should have different generation priorities.

This does not mean:
“Strong technology gets higher priority.”

It means:
“How suitable is this technology under the current rules?”

The value of a technology changes depending on:

  • Map type
  • Game speed
  • Victory condition
  • Host rules

For example:

In a rush-focused game:

  • Champion
  • Halberdier

may not deserve the same priority as early military options.

Meanwhile:

  • Crop Rotation
  • Two-Man Saw
  • Guilds

become much more important in late-game games.

Instead of removing them, they can become:
Late Economy Technology Package

This keeps the generation system from wasting too many choices on technologies that do not fit the current game.


Different Rules Create Different Civilization Development

The same technology can have different value under different rules.

For example:

If friends want to play:
A Monk Conversion Competition

then:

  • Religion technologies
  • Economy technologies
  • Long-term development

should become more important.

At this point, technologies like:

  • Fervor
  • Redemption
  • Block Printing

should not necessarily appear as one package.

They can become individual choices because players are choosing different religious development paths.

The system should understand:

Not:
“Which technology is strongest?”

But:
“Which technology creates the intended gameplay experience?”


Host Rules: Players Define the Civilization Environment

Because every game mode values different things, civilization generation should not have one permanent rule.

The Host should define the framework.

For example:

Candidate Technologies

On pure land maps:

  • Remove naval technologies

In 1v1 rush games:

  • Reduce the importance of trade bonuses

Universal Technologies

A Full Tech Tree mode could give all civilizations the same technology access.

Then differences come from:

  • Civilization bonuses
  • Unique Units
  • Unique Technologies
  • Team Bonuses

This creates another interesting question:

Are civilizations defined by restrictions?

Or by their actual design identity?


Technology Preferences

The system can provide recommendations:

  • Naval maps → more naval options
  • Rush games → more early military options
  • Late-game games → more economic and complete military options

But the final decision should always belong to the Host.


Civilization Bonus Pool: Creating Civilization Traits

Civilization generation should not only consider technologies.

Civilization bonuses should follow the same principle.

Their importance also changes depending on:

  • Map type
  • Game speed
  • Victory condition
  • Host rules

For example:

Economy

  • Farm bonuses
  • Villager efficiency
  • Trade bonuses

Military

  • Infantry bonuses
  • Cavalry bonuses
  • Production bonuses

Defense

  • Building durability
  • Wall bonuses
  • Tower bonuses

The generation tool can provide recommendations based on the selected ruleset.

For example:

  • Naval maps may increase the priority of naval-related bonuses.
  • Rush-focused games may prioritize early military bonuses.
  • Late-game settings may increase the value of economic bonuses.

However:

The tool only provides suggestions,
The Host decides which options are included.

Hosts can define:

  • Number of bonuses
  • Rarity
  • Forbidden combinations
  • Strength limits

Therefore, civilizations are not created through pure randomness.

They are generated within a framework defined by the players.


Culture Templates: Keeping Logical Identity

Complete randomness may create meaningless civilizations.

Culture Templates provide a foundation.

Examples:

Steppe Template

Focus:

  • Horse Archers
  • Cavalry
  • Mobility

Possible restrictions:

  • Strong mounted units
  • Limited infantry options

East Asian Template

Focus:

  • Technology
  • Defense
  • Gunpowder

Mesoamerican Template

Focus:

  • Infantry
  • Eagle Warriors

Possible restrictions:

  • No cavalry
  • No gunpowder

Templates do not create civilizations directly.

They create possible development paths.


Official Tools: Provide Framework, Not Answers

The most important part of civilization generation is not the algorithm.

It is the rules.

Different communities will have different ideas about balance.

Therefore, official tools should provide:

  • Templates
  • Recommendations
  • Balance checks
  • Generation options

Examples:

  • Land Map Ruleset
  • Naval Ruleset
  • Rush Ruleset
  • Late Game Ruleset
  • Monk Ruleset

Players can use official templates or modify them.

Rules can also be saved and shared.


SSR Civilizations: Rare and Memorable Results

One of the most exciting possibilities is discovering rare civilization combinations.

However, SSR should not simply mean “strong.”

It should represent a rare combination of:

  • Bonuses
  • Unique Units
  • Technologies
  • Synergies

Through:

  • Civilization Seeds
  • Replays

players can share memorable civilizations.


From Entertainment to Competition

Random civilizations can also create a new competitive format.

Competitive play does not require fixed civilizations.

It requires:

Fixed generation rules.

The development could be:

Early Stage

Players experiment freely.

Middle Stage

The community discovers interesting and balanced rules.

Later Stage

Players develop:

  • Standard bonus pools
  • Standard templates
  • Standard civilization seeds

The competition becomes:

Not:

“Who picked the better civilization?”

But:

“Who plays the generated civilization better?”

Similar to card games:

The result is random, but the rules are fixed.


Conclusion

The future of AoE civilization systems does not have to be only:

“More civilizations.”

It can become:

A system where civilizations themselves can be created, explored, balanced, and shared.

Classic civilizations preserve history.
Sandbox civilizations provide creativity.
Random civilizations create discovery.

Competitive seeds create a new form of competition.

The goal is not replacing the civilizations that made AoE special,
the goal is expanding what a civilization can become.

And this idea may not only apply to AoE2,
it could become a future civilization system for the entire Age of Empires series.

Your posts are unnecessarily long and confusing to read.

We can already do this with modding kraken tool or the editor triggers.

How can something be random and not random at the same time? Your explanation on the matter is again just creating a generic civi.

3 Likes

Actually, tools like Krakenmeister CivBuilder show that players already enjoy creating civilizations. My suggestion is to take that concept further and make it a native gameplay system rather than something limited to modding tools.

Triggers are powerful, but they are mainly designed for scenarios and scripted events. They can’t fully replace a dynamic civilization system with customizable tech trees, civilization bonuses, unique units, and technologies.

Just like Hearthstone Arena.

My idea works in a similar way. The host defines the available pool, and players build their civilization by selecting from randomly offered civilization bonuses, tech tree options, unique units, and unique technologies.

For example:

A. Defensive Technology Package

  • Bombard Tower
  • Keep
  • Bracer
    (Keep and Bracer unlock through the selected technology path)

B. Religious Package

  • All Monastery technologies

C. Archer Specialization

  • Archer-line movement speed +5% / +10% / +15% in Feudal / Castle / Imperial Age

The distribution of options can also be controlled by the host through map-based weighting settings.

These settings can be saved, adjusted at any time, and shared with other players. For example, a water map could increase the weight of naval technologies and units, while a land map could reduce or completely remove naval-related options and prioritize economy, cavalry, or defensive choices.

This allows different communities and hosts to develop their own formats while still using the same underlying system.

The randomness comes from the available pool defined by the system, not from unrestricted randomness. Over time, players will explore different combinations, develop preferred formats, and establish common rules and balanced settings.

Chaos is a natural part of the evolution process. A healthy competitive environment will gradually move from experimentation toward established standards.

Instead of only creating new civilizations from the top down, this system allows the community to explore possibilities from the bottom up. Some successful combinations could even inspire future official civilizations.

This is the part you need to address, op.

In any case I think a slider and dropdown menu would work best.

So lets say you want a bonus, you click the bonus tab, you select from the units (which could include buildings) tab and select either a unit or unit type and in the next tab you can select an effect on that unit and in the last tab either a slider or a button that lets you either first pick a multiplier or additional and then the number.

If I could make such I would show but its better than fixed choices

2 Likes

Thanks for the suggestion, I actually think a menu-based Civ Editor like this is an important foundation.

My main idea is that the draft system would be built on top of such an editor. A full editor gives players the ability to create civilizations directly, while a controlled draft system could use the same framework to help players discover new combinations.

Players usually create what they already imagine, so the draft system could help explore ideas they might not normally come up with.

It could also create a new competitive layer in the future. If a draft system became part of Ranked play, choosing and building a civilization before the match could become part of the strategy and spectator experience.

Both systems would complement each other:
Civ Editor for creation, and Draft System for exploration.