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:
- You have a technology or a civic from the new era.
- 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 and 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.)
- Ancient Era (4000 BC ~ 1000 BC)
- Classical Era (1000 BC ~ 500 AD)
- Medieval Era (500 ~ 1350)
- Renaissance Era (1350 ~ 1725)
- Industrial Era (1725 ~ 1890)
- Modern Era (1890 ~ 1945)
- Atomic Era (1945 ~ 1995)
- Information Era (1995 ~ 2020)
- 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 (the first city you settle) has a Population of 1.
When starting a game in the Classical Era or later, you will have:
- More starting units.
- More starting Gold and Faith.
- More starting Population, buildings, Housing, Amenities, and tiles when settling cities.
- Free buildings in Districts.
- More starting Settlers, and additional units after founding cities with your starting Settlers (from the Medieval Era onward).
- More starting Diplomatic Victory points.
- Discovered all technologies and civics from earlier eras, which doesn't count as progress for the sake of territory purchase prices.
- Free Eurekas and Inspirations.
- Wonders from two or more eras before the starting era removed (e.g., no Ancient or Classical wonders are available when starting a game in the Renaissance Era).
- Great People from earlier eras removed (e.g., no Great Prophets are available from the Industrial Era onward).
- Districts that cost only 1 Production to build and are free to purchase with Contractor or Divine Architect (from the Modern Era onward).
- Fewer turns remaining until the game ends.
List of starting units and statistics by 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
Win a regular game with an Ancient Era start.
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After Antiquity
Win a regular game with a Classical Era start.
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Out of the Dark Ages
Win a regular game with a Medieval Era start.
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Renaissance Man
Win a regular game with a Renaissance Era start.
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Captain of Industry
Win a regular game with an Industrial Era start.
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Modern Major General
Win a regular game with a Modern Era start.
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Splitting the Atom
Win a regular game with an Atomic Era start.
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Through the Digital Age
Win a regular game with an Information Era start.
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See also[]
- Era in other games
Civilization VI [edit] | |
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Rise and Fall • Gathering Storm • New Frontier Pass • Leader Pass | |
Lists | |
Concepts
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Miscellaneous | |
Added in the Rise and Fall expansion pack. Added in the Gathering Storm expansion pack. |