“Simply put, characters add a dynamism to Old World that prevents it from reaching ECS, the usual fate of most 4X games. The most obvious way characters disrupt the game’s stability is via diplomacy. Simply having foreign leaders actually change – from death or abdication or even deposition – over the course of the game makes a huge difference. Perhaps you have a great relationship with Phillip of Greece but not so much with his heir, Alexander, because you offended him at a dinner years before? The latter’s eventual ascension (unless, say, some unfortunate accident might come to pass) will mean that your diplomatic status with Greece could go from good to bad. The amazing thing about this outcome is that it flows completely naturally from having real characters who age and die; players aren’t shocked when relations change and, indeed, expect them to change.
It is hard to articulate how significant a departure this is from a tension that has always bedeviled Civ games – that players expect diplomacy to be predictable, but predictable diplomacy inevitably becomes boring. Players will frequently rant over “unpredictable” or “random” AI leaders who suddenly go from being a friend to an enemy. These shifts are necessary for games to not slowly calcify from their earliest diplomatic states, but there are few ways to make these changes thematically palatable when the leaders never change. Civ games have experimented with all sorts of opinion modifiers that give a reason why a leader might change their opinion of you, but the most natural reason is that there is now simply a new leader who has a new set of relationships, memories, and opinions.”
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