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In Civilization VI, as in previous games in the series, an era is a broad representation of the technological and social level your civilization has currently achieved. In a normal game, you always start in the Ancient Era (in other types of games, you may start later), and you progress towards the Information Era.

Changing eras[]

In Civilization VI, as opposed to previous games, both your civilization's scientific and cultural development will allow you to progress through the eras. The advancements of both the technology tree and the civics tree are organized into eras, and you will enter a new era when one of two things happens:

  1. You have a technology or a civic from the new era.
  2. You have all the technologies or civics from your current era.

World Eras in Rise and Fall[]

The Rise and Fall expansion modifies the concept of eras by introducing the World Era. This is related to the new Ages mechanic and effectively means that a civilization can be in two eras simultaneously: the current World Era and its "Individual Era." Typically the Individual Era of a civilization is more advanced, but sometimes that's not the case; it is fully possible, for example, for the world to enter the Classical Era while your civilization is still struggling to discover the first tech or civic of that era, and remain without bridges on its roads! Remember that while Individual Eras continue changing according to the rules described above, the World Era changes centrally based on the median progress of all civilizations in the game, not just your own.

Some of the effects of changing eras are now moved from Individual Era change to World Era change. Check below for details.

Effects[]

There are several important gameplay effects related to eras.

Individual Era[]

  • Roads will upgrade when you enter the Classical Era, again when you enter the Industrial Era, and again on entering the Modern Era.
  • Many policy cards only work for specific eras. When you progress to a more advanced era, you may find that the policies you were using are no longer working, or have indeed been replaced altogether!
  • The price of buying tiles will go up with Individual Eras.
  • While not directly gameplay-related, the music playing on a leader's diplomacy screen changes to reflect that civ's Individual Era (changing theme at the Medieval, Industrial, and Atomic Eras). The selection of ambient music during gameplay also changes to reflect the Individual Eras of the various civs encountered in that game.

World Era[]

  • The warmonger penalties become progressively more severe with each passing era.
  • Every time you enter a new era, all city-states which currently have no quest for you (and are not at war with you) will give you a new quest. Note that the game will enter the new era before your Science Science and Culture Culture are added (so if you complete a tech or civic during this turn any boost quests that target these will be instantly lost).
  • Additionally, certain city-states' Suzerain bonuses are related to entering new eras, and will only activate then.
  • Techs and civics from eras before the World Era cost 20% less.
  • Techs from eras after the World Era cost 20% more.
  • You receive a Comandante General if playing as Simón Bolívar.

List of eras[]

There are eight eras in Civilization VI, similar to Civilization V: Gods & Kings, with a ninth added in Gathering Storm. Also listed are their approximate starting time periods at each respective era. (Variations are dependent on player progress in each era.)

  1. Ancient Era (4000 BC ~ 1000 BC)
  2. Classical Era (1000 BC ~ 500 AD)
  3. Medieval Era (500 ~ 1350)
  4. Renaissance Era (1350 ~ 1725)
  5. Industrial Era (1725 ~ 1890)
  6. Modern Era (1890 ~ 1945)
  7. Atomic Era (1945 ~ 1995)
  8. Information Era (1995 ~ 2020)
  9. GS-Only Future Era (2020 ~ 2050)

Starting units and statistics[]

When starting a game in the Ancient Era, you begin with a Settler and a Warrior (or its replacement), and no technologies or civics discovered. Your Capital Capital (the first city you settle) has a Citizen Population of 1.

When starting a game in the Classical Era or later, you will have:

List of starting units and statistics by era[]

Starting era Starting turn* Units Settlers Units after settling Free City Center buildings Free District District buildings Citizen Population

(in Capital Capital/other cities)

Extra Housing Housing

(in Capital Capital/other cities)

Extra Amenities Amenities

(in Capital Capital/other cities)

Extra tiles Gold Gold Faith Faith Diplomatic Victory points* GS-Only Boosts
Ancient 1 Warrior 1 N/A N/A N/A 1/1 N/A N/A 0 10 0 0 N/A
Classical 76 Scout
Spearman
Builder
1 N/A N/A N/A 4/1 2/0 1/0 1 110 10 0 Celestial Navigation
Horseback Riding
Iron Working
Political Philosophy
Drama and Poetry
Medieval 136 Scout
Archer
2 Spearman
2 Builders
Trader
Monument N/A 4/2 2/1 1/0 2 210 20 0 Military Tactics
Apprenticeship
Education
Naval Tradition
Feudalism
Renaissance 196 2 Scouts (Skirmishers in Gathering Storm)
Crossbowman
2 2 Pikemen
2 Builders
Trader
Monument
Granary
Ancient Walls
Library
Shrine
7/2 5/1 3/0 3 250 20 0 Cartography
Mass Production
Banking
Humanism
Diplomatic Service
Mercantilism
The Enlightenment
Industrial 256 2 Scouts (Skirmishers in Gathering Storm)
2 Crossbowmen
2 2 Pikemen (Pike and Shots in Rise and Fall)
2 Builders
Trader
Monument
Granary
Ancient Walls
Library
Shrine
Temple
Market
Lighthouse
Amphitheater
Arena
Grove
Consulate
7/4 5/2 3/1 4 350 400
(GS-Only only)
4 Scientific Theory
Ballistics
Military Science
Rifling
Colonialism
Nationalism
Modern 316 3 Rangers
2 Field Cannons
3 3 Pikemen (Pike and Shots in Rise and Fall)
3 Builders
3 Traders
Monument
Granary
Ancient Walls
Medieval Walls
Library
Shrine
Temple
Market
Lighthouse
Amphitheater
Arena
Grove
Consulate
University
Workshop
10/4 8/2 4/0 5 460 800
(GS-Only only)
6 Flight
Replaceable Parts
Steel
Refining (GS-Only only)
Mobilization
Atomic 366 3 Rangers
3 Field Cannons
3 3 Infantry (AT Crews in Gathering Storm)
3 Builders
2 Traders
Monument
Granary
Ancient Walls
Medieval Walls
Renaissance Walls
Library
Shrine
Temple
Market
Lighthouse
Amphitheater
Arena
Grove
Consulate
University
Workshop
Bank
Shipyard
Chancery
10/6 8/4 4/2 6 550 1600
(GS-Only only)
10 Combined Arms
Plastics
Computers
Information 416 3 Rangers (Spec Ops in Rise and Fall)
3 Machine Guns
4 4 Infantry (AT Crews in Gathering Storm)
4 Builders
2 Traders
Monument
Granary
Ancient Walls
Medieval Walls
Renaissance Walls
Sewer
Library
Shrine
Temple
Market
Lighthouse
Amphitheater
Arena
Grove
Consulate
University
Workshop
Bank
Shipyard
Chancery
Zoo
Ferris Wheel
Aquarium
13/6 11/4 6/2 7 710 2400
(GS-Only only)
14 Guidance Systems
Future The game cannot be started in the Future Era.

* Applies to Standard speed.

AI players receive additional bonuses on higher difficulty levels. See the page to learn more.

Related achievements[]

The Test of Time
The Test of Time
Win a regular game with an Ancient Era start.
The Test of Time is a phrase that has been used in every Civilization game to denote the basic idea of the game's challenge.
After Antiquity
After Antiquity
Win a regular game with a Classical Era start.
'Classical antiquity' is another name for the time period covering the ancient history of Greece and Rome, which are widely respected in the Western world.
Out of the Dark Ages
Out of the Dark Ages
Win a regular game with a Medieval Era start.
Another name for the medieval era, or at least its earlier stage, was 'the Dark Ages', as it referred to the destruction of the organization of the Western Roman Empire.
Renaissance Man
Renaissance Man
Win a regular game with a Renaissance Era start.
A Renaissance Man is someone who is skilled at multiple different skillsets.
Captain of Industry
Captain of Industry
Win a regular game with an Industrial Era start.
In the late 19th century, a captain of industry was a business leader whose means of earning wealth contributed positively to the country in some way (as opposed to a robber baron).
Modern Major General
Modern Major General
Win a regular game with a Modern Era start.
Refers to the 'Major-General's Song' from the comic opera The Pirates of Penzance.
Splitting the Atom
Splitting the Atom
Win a regular game with an Atomic Era start.
Splitting the atom was first discovered in 1917, the start of the atomic age.
Through the Digital Age
Through the Digital Age
Win a regular game with an Information Era start.
The 'Digital Age' is another name for the time period represented by the Information Era, which involves the heavy usage and advancement of computers, and electronic machinery.

See also[]

  • Era in other games
Civilization VI [edit]
Rise and FallGathering StormNew Frontier PassLeader Pass
Lists
Concepts
Miscellaneous
R&F-Only Added in the Rise and Fall expansion pack.
GS-Only Added in the Gathering Storm expansion pack.
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