You have built great cities of stone and seen early empires rise and fall. Soon you will stand under the towering pinnacles of castles alongside your gallant knights. That is where the story of your people will be written. Just as the young apprentice learns to carry a sword, so shall you grow to understand your place in this world.
This is the era when things start getting serious: you've established your empire, you've found your religion (or not), but the land is getting scarce. Since everyone has been expanding in the first two eras, your landmass should be more or less taken already and divided between the different civilizations on it. If anyone wants to expand further at this point, it will have to be through war! Or, you could always rush Cartography at this point and start exploring and settling on nearby islands or continents. If your civilization isn't landlocked, that is.
The end of the Era brings about the first Tier II government - Monarchy, with its setup which offers both military and diplomatic might! Use it as stepping stone to start expanding your empire; and if you're not a particularly aggressive player, you can always change it later.
Religiously-oriented players should start earnestly spreading their religion in this Era. It is of course too early to progress towards a Culture or Science victory, but players aiming at those should prepare their groundwork and build multiple Theater Squares or Campuses.
When starting a game in the Medieval Era, players receive two Settlers, one Scout, one Archer, 20 Faith, 210 Gold, and 3 Envoys. All cities founded after the Capital have 2 Population and a Monument, and players receive a Builder in each city founded by one of their starting Settlers (and a Trader in the first one).
|Military Tactics||Mathematics||Kill a unit with a Spearman||Pikeman, Samurai (Japan only), Berserker (Norway only), Khevsur (Georgia only), Impi (Zulu only), Huey Teocalli|
|Build 3 Mines||Industrial Zone, Hansa (Germany only), Workshop
+1 Production to all Mine improvements
|Stirrups||Horseback Riding||Have the Feudalism civic||Knight, Mamluk (Arabia only), Mandekalu Cavalry (Mali only), Keshig (Mongolia only)|
|Own 3 Archers||Crossbowman, Crouching Tiger (China only), Skirmisher, Warak'aq (Inca only), Lumber Mill, Kilwa Kisiwani|
|Earn a Great Scientist||University, University of Sankore, Hagia Sophia (Vanilla and )|
|Military Engineering||Construction||Build an Aqueduct||Military Engineer, Domrey (Khmer only), Armory|
|Castles||Construction||Have a government with 6 policy slots||Courser, Black Army (Matthias Corvinus only), Medieval Walls, Alhambra|
|Build a Classical Era or later Wonder||Dam, Hagia Sophia|
|Naval Tradition||Defensive Tactics||Kill a unit with a Quadrireme||Naval Infrastructure, Navigation|
|Feudalism||Defensive Tactics||Build 6 Farms||Feudal Contract, Serfdom
Farm improvements now gain +1 Food for each adjacent Farm improvement when 3 Farm improvements are adjacent to each other.
|Civil Service||Defensive Tactics
|Grow a city to 10 population||Meritocracy, Retainers, Civil Prestige, Meenakshi Temple
|Have 8 land combat units in your military||Winged Hussar (Poland only), Jong (Indonesia only), Professional Army, Sack, Retinues, Trade Confederation|
|Medieval Faires||Feudalism||Maintain 4 Trade Routes||Barbary Corsair (Ottoman only), Angkor Wat, Aesthetics, Medina Quarter, Merchant Confederation.|
|Guilds||Feudalism, Civil Service||Build 2 Markets||Chichen Itza, Mbanza, Outback Station (Australia only), Polder (Netherlands only)|
|Divine Right||Civil Service
|Build 2 Temples||Mont St. Michel, Kotoku-in, Chivalry, Gothic Architecture, Monarchy|
Districts and BuildingsEdit
- Industrial Zone/ Hansa
- In Campus/ Seowon
- In Encampment/ Ikanda
- In City Center
- In Government Plaza
* May not be available until the following era, depending on which Tier 2 government players choose.
- Naval Raider
Added in the Rise and Fall expansion pack.
Added in the Gathering Storm expansion pack.
|Civilization VI |
|Rise and Fall • Gathering Storm|