Classical Era

Free Inquiry Golden Age: Eurekas provide an additional 5% of technology costs. Commercial Hub and Harbor district's
Gold adjacency bonus provides
Science as well.

Pen, Brush, and Voice Golden Age: Inspirations provide an additional 10% of civic costs. Each city receives +2
Culture and +1
Gold for each
Specialty District.

Monumentality Golden Age:
+2 Movement for all Builders. May purchase civilian units with
Faith. Builders and Settlers are 10% cheaper to purchase with
Faith and
Gold.

Drums of War Golden Age:
+2 Strategic Resources of each type discovered per turn. +15% Production toward military units. Unit maintenance reduced by 1
Gold per turn. +1
Production for Encampments and their Buildings. Combat victories provide
Culture equal to 40% of the
Combat Strength of the defeated unit.
Monasticism
+75% Science in cities with a Holy Site.
BUT: -25% Culture in all cities.
Twilight Valor
+5 Combat Strength for all melee attack units.
BUT: Cannot heal outside your territory.
Inquisition
Start Inquisition with 1 Apostle charge. All Religious units +15 Religious Combat Strength in friendly territory.
BUT: -25% Science in all cities.
Isolationism
Domestic routes provide +2 Food, +2
Production.
BUT: Can't train or buy Settlers nor settle new cities.
Medieval Era

Free Inquiry Golden Age: Eurekas provide an additional 5% of technology costs. Commercial Hub and Harbor district's
Gold adjacency bonus provides
Science as well.

Pen, Brush, and Voice Golden Age: Inspirations provide an additional 10% of civic costs. Each city receives +2
Culture and +1
Gold for each
Specialty District.

Monumentality Golden Age:
+2 Movement for all Builders. May purchase civilian units with
Faith. Builders and Settlers are 10% cheaper to purchase with
Faith and
Gold.

Drums of War Golden Age:
+2 Strategic Resources of each type discovered per turn. +15% Production toward military units. Unit maintenance reduced by 1
Gold per turn. +1
Production for Encampments and their Buildings. Combat victories provide
Culture equal to 40% of the
Combat Strength of the defeated unit.
Monasticism
+75% Science in cities with a Holy Site.
BUT: -25% Culture in all cities.
Twilight Valor
+5 Combat Strength for all melee attack units.
BUT: Cannot heal outside your territory.
Inquisition
Start Inquisition with 1 Apostle charge. All Religious units +15 Religious Combat Strength in friendly territory.
BUT: -25% Science in all cities.
Isolationism
Domestic routes provide +2 Food, +2
Production.
BUT: Can't train or buy Settlers nor settle new cities.
Renaissance Era

Monumentality Golden Age:
+2 Movement for all Builders. May purchase civilian units with
Faith. Builders and Settlers are 10% cheaper to purchase with
Faith and
Gold.

Drums of War Golden Age:
+2 Strategic Resources of each type discovered per turn. +15% Production toward military units. Unit maintenance reduced by 1
Gold per turn. +1
Production for Encampments and their Buildings. Combat victories provide
Culture equal to 40% of the
Combat Strength of the defeated unit.

Hic Sunt Dracones Golden Age:
+3 starting Population for newly settled cities. +2
Movement for naval and embarked units. +2 Loyalty per turn for cities not on your original
Capital's continent.

Reform the Coinage Golden Age:
Your Traders cannot be plundered. International Trade Routes provide +3
Gold per specialty district in the foreign city.
Twilight Valor
+5 Combat Strength for all melee attack units.
BUT: Cannot heal outside your territory.
Inquisition
Start Inquisition with 1 Apostle charge. All Religious units +15 Religious Combat Strength in friendly territory.
BUT: -25% Science in all cities.
Isolationism
Domestic routes provide +2 Food, +2
Production.
BUT: Can't train or buy Settlers nor settle new cities.
Letters of Marque
Naval Raiders: +100% Production, +2
Movement. Yields doubled from plundering Trade Routes.
BUT: Trade Route yields -50%.
Industrial Era

Hic Sunt Dracones Golden Age:
+3 starting Population for newly settled cities. +2
Movement for naval and embarked units. +2 Loyalty per turn for cities not on your original
Capital's continent.

Reform the Coinage Golden Age:
Your Traders cannot be plundered. International Trade Routes provide +3
Gold per specialty district in the foreign city.

Heartbeat of Steam Golden Age:
+10% Production toward Industrial era and later wonders. Campus district's
Science adjacency bonus provides
Production as well.

To Arms! Golden Age:
Unlock a special Casus Belli which gives 75% less warmonger penalties than Formal War and can be used immediately after Denouncing the target. +15% Production towards military units. All military units gain +10
against cities.
Isolationism
Domestic routes provide +2 Food, +2
Production.
BUT: Can't train or buy Settlers nor settle new cities.
Letters of Marque
Naval Raiders: +100% Production, +2
Movement. Yields doubled from plundering Trade Routes.
BUT: Trade Route yields -50%.
Robber Barons
+50% Gold in cities with a Stock Exchange. +25%
Production in cities with a Factory.
BUT: -2 Amenities in all cities.
Elite Forces
+100% combat experience for all units.
BUT: +2 Gold to maintain each combat and spy unit.
Modern Era

Hic Sunt Dracones Golden Age:
+3 starting Population for newly settled cities. +2
Movement for naval and embarked units. +2 Loyalty per turn for cities not on your original
Capital's continent.

Reform the Coinage Golden Age:
Your Traders cannot be plundered. International Trade Routes provide +3
Gold per specialty district in the foreign city.

Heartbeat of Steam Golden Age:
+10% Production toward Industrial era and later wonders. Campus district's
Science adjacency bonus provides
Production as well.

To Arms! Golden Age:
Unlock a special Casus Belli which gives 75% less warmonger penalties than Formal War and can be used immediately after Denouncing the target. +15% Production towards military units. All military units gain +10
against cities.
Letters of Marque
Naval Raiders: +100% Production, +2
Movement. Yields doubled from plundering Trade Routes.
BUT: Trade Route yields -50%.
Robber Barons
+50% Gold in cities with a Stock Exchange. +25%
Production in cities with a Factory.
BUT: -2 Amenities in all cities.
Elite Forces
+100% combat experience for all units.
BUT: +2 Gold to maintain each combat and spy unit.
Collectivism
Farms +1 Food. All cities +2
Housing. +100% Industrial Zone adjacency bonuses.
BUT: Great People Points earned 50% slower.
Atomic Era

Heartbeat of Steam Golden Age:
+10% Production toward Industrial era and later wonders. Campus district's
Science adjacency bonus provides
Production as well.

To Arms! Golden Age:
Unlock a special Casus Belli which gives 75% less warmonger penalties than Formal War and can be used immediately after Denouncing the target. +15% Production towards military units. All military units gain +10
against cities.

Wish You Were Here Golden Age:
Cities with Governors receive +50%
Tourism from World Wonders. +100%
Tourism to all National Parks.

Bodyguard of Lies Golden Age:
Spies take no time to establish their presence in another civilization's city. Time to complete all offensive missions reduced by 25%.
Robber Barons
+50% Gold in cities with a Stock Exchange. +25%
Production in cities with a Factory.
BUT: -2 Amenities in all cities.
Elite Forces
+100% combat experience for all units.
BUT: +2 Gold to maintain each combat and spy unit.
Collectivism
Farms +1 Food. All cities +2
Housing. +100% Industrial Zone adjacency bonuses.
BUT: Great People Points earned 50% slower.
Rogue State
+50% Production to nuclear program projects and Nuclear Devices.
BUT: Earn no Influence Points per turn.
Flower Power
All Civilizations not currently at war receive +100% of the Tourism from your Concerts.
BUT: The cost of producing is decreased by 100% and purchasing is +100% for units other than Rock Bands..
Information Era

Wish You Were Here Golden Age:
Cities with Governors receive +50%
Tourism from World Wonders. +100%
Tourism to all National Parks.

Sky and Stars Golden Age:
Unlocks the Eurekas for Satellites, Nuclear Fusion, and Nanotechnology if in the Information Era. When chosen in the Future Era the
Eurekas for Smart Materials, Predictive Systems, and Offworld Mission are unlocked. +100% XP earned for all Air Units. Aluminum mines accumulate +2 more resources per turn.

Bodyguard of Lies Golden Age:
Spies take no time to establish their presence in another civilization's city. Time to complete all offensive missions reduced by 25%.

Automaton Warfare Golden Age:
Gain a Giant Death Robot in your capital. Receive 3 Uranium per turn.
Uranium mines accumulate +1 more resource per turn.
Elite Forces
+100% combat experience for all units.
BUT: +2 Gold to maintain each combat and spy unit.
Rogue State
+50% Production to nuclear program projects and Nuclear Devices.
BUT: Earn no Influence Points per turn.
Flower Power
All Civilizations not currently at war receive +100% of the Tourism from your Concerts.
BUT: The cost of producing is decreased by 100% and purchasing is +100% for units other than Rock Bands..
Cyber Warfare
+10 Combat Strength against units from the Information and Future Eras.
BUT: Grievances against you do not decay.
Automated Workforce
Your cities get +20% Production towards city projects.
BUT: -1 Amenity and -5 Loyalty per turn in your cities.
Disinformation Campaign
+3 Diplomatic Favor per turn for each Broadcast Center.
BUT: -10% Science and
Culture in all cities.
Future Era

Wish You Were Here Golden Age:
Cities with Governors receive +50%
Tourism from World Wonders. +100%
Tourism to all National Parks.

Sky and Stars Golden Age:
Unlocks the Eurekas for Satellites, Nuclear Fusion, and Nanotechnology if in the Information Era. When chosen in the Future Era the
Eurekas for Smart Materials, Predictive Systems, and Offworld Mission are unlocked. +100% XP earned for all Air Units. Aluminum mines accumulate +2 more resources per turn.

Bodyguard of Lies Golden Age:
Spies take no time to establish their presence in another civilization's city. Time to complete all offensive missions reduced by 25%.

Automaton Warfare Golden Age:
Gain a Giant Death Robot in your capital. Receive 3 Uranium per turn.
Uranium mines accumulate +1 more resource per turn.
Elite Forces
+100% combat experience for all units.
BUT: +2 Gold to maintain each combat and spy unit.
Rogue State
+50% Production to nuclear program projects and Nuclear Devices.
BUT: Earn no Influence Points per turn.
Flower Power
All Civilizations not currently at war receive +100% of the Tourism from your Concerts.
BUT: The cost of producing is decreased by 100% and purchasing is +100% for units other than Rock Bands..
Cyber Warfare
+10 Combat Strength against units from the Information and Future Eras.
BUT: Grievances against you do not decay.
Automated Workforce
Your cities get +20% Production towards city projects.
BUT: -1 Amenity and -5 Loyalty per turn in your cities.
Disinformation Campaign
+3 Diplomatic Favor per turn for each Broadcast Center.
BUT: -10% Science and
Culture in all cities.
Research Alliance
Level 1
+2
Science from
Trade Routes from your ally
+2
Science from
Trade Routes to your ally
+2 Science from
Trade Routes from your ally
+2 Science from
Trade Routes to your ally
Level 2
Every 30 turns (on Standard), you unlock a
Eureka for a tech that your ally has researched or boosted, but you have not
Every 30 turns (on Standard), you unlock a Eureka for a tech that your ally has researched or boosted, but you have not
Level 3
+10%
Science when you or your ally are researching a tech that the other has completed, or are researching the same tech
+10% Science when you or your ally are researching a tech that the other has completed, or are researching the same tech
Cultural Alliance
Level 1
+2
Culture from
Trade Routes from your ally
+2
Culture from
Trade Routes to your ally
Your ally's cities do not exert Loyalty pressure on yours, and vice versa
+2 Culture from
Trade Routes from your ally
+2 Culture from
Trade Routes to your ally
Your ally's cities do not exert Loyalty pressure on yours, and vice versa
Level 2
Each of your
Districts grant an additional
Great Person Point per turn if you have a
Trade Route from that city to your ally
Each of your Districts grant an additional
Great Person Point per turn if you have a
Trade Route from that city to your ally
Level 3
You gain +10% of your ally's
Culture from Cities
You gain +20% of your ally's
Tourism from Cities
You gain +10% of your ally's Culture from Cities
You gain +20% of your ally's Tourism from Cities
Economic Alliance
Level 1
+6
Gold and +1
from
Trade Routes from your ally
+6
Gold and +1
from
Trade Routes to your ally
+6 Gold and +1
from
Trade Routes from your ally
+6 Gold and +1
from
Trade Routes to your ally
Level 2
+1
Influence Point per turn per City-state your ally is the Suzerain of
+1 Influence Point per turn per City-state your ally is the Suzerain of
Level 3
Share Suzerain unique bonuses with your ally
Share Suzerain unique bonuses with your ally
Military Alliance
Level 1
+5
Combat Strength against units of players at war with you and your ally
+5 Combat Strength against units of players at war with you and your ally
Level 2
+15%
Production toward military units when you or your ally are at war
Shared Visibility
+15% Production toward military units when you or your ally are at war
Shared Visibility
Level 3
Units start with a
free Promotion
Units start with a free Promotion
Religious Alliance
Level 1
+1
Food and +4
Faith from
Trade Routes from your ally
+1
Food and +4
Faith from
Trade Routes to your ally
Your ally's Religion does not exert Religious pressure on cities dominated by your Religion, and vice versa
+1 Food and +4
Faith from
Trade Routes from your ally
+1 Food and +4
Faith from
Trade Routes to your ally
Your ally's Religion does not exert Religious pressure on cities dominated by your Religion, and vice versa
Level 2
+10
Religious Combat Strength against non-ally Religions
+10 Religious Combat Strength against non-ally Religions
Level 3
Bonus Religious Pressure in cities with no followers of your ally's Religion
+1
Faith for each of your
Citizens following your ally's religion
Bonus Religious Pressure in cities with no followers of your ally's Religion
+1 Faith for each of your
Citizens following your ally's religion