Civ VI BBG 7.0 Miscellaneous Details on Eras and Alliances


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

Hic Sunt Dracones Golden Age:
+3 starting Population for newly settled cities. +100% Production toward the first 2 districts of a city. +2 Movement for settlers, naval units, and embarked units.


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. +25% Production on Projects.


To Arms! Golden Age:
+15% Production towards military units. All military units gain +10 Combat Strength against 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.


Letters of Marque


Naval Raiders: +100% Production, +2 Movement. Yields doubled from plundering Trade Routes.
BUT: Trade Route yields -50%.


Industrial Era

To Arms! Golden Age:
+15% Production towards military units. All military units gain +10 Combat Strength against cities.


Wish You Were Here Golden Age:
Cities with Governors receive +50% Tourism from World Wonders. Tiles within cities with a National Park receive +1 Appeal. Each city generates +2 Great Muscician points per turn, doubled if the city has a Broadcast Center.


Sky and Stars Golden Age:
Receive the Eurekas for Smart Materials and Offworld Mission. +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%.



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

Wish You Were Here Golden Age:
Cities with Governors receive +50% Tourism from World Wonders. Tiles within cities with a National Park receive +1 Appeal. Each city generates +2 Great Muscician points per turn, doubled if the city has a Broadcast Center.


Sky and Stars Golden Age:
Receive the Eurekas for Smart Materials and Offworld Mission. +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.



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

Wish You Were Here Golden Age:
Cities with Governors receive +50% Tourism from World Wonders. Tiles within cities with a National Park receive +1 Appeal. Each city generates +2 Great Muscician points per turn, doubled if the city has a Broadcast Center.


Sky and Stars Golden Age:
Receive the Eurekas for Smart Materials and Offworld Mission. +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.



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. Tiles within cities with a National Park receive +1 Appeal. Each city generates +2 Great Muscician points per turn, doubled if the city has a Broadcast Center.


Sky and Stars Golden Age:
Receive the Eurekas for Smart Materials and Offworld Mission. +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. Tiles within cities with a National Park receive +1 Appeal. Each city generates +2 Great Muscician points per turn, doubled if the city has a Broadcast Center.


Sky and Stars Golden Age:
Receive the Eurekas for Smart Materials and Offworld Mission. +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

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

Level 3

+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

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

Level 3

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 Production from Trade Routes from your ally

+6 Gold and +1 Production from Trade Routes to your ally

Level 2

+1 Influence Point per turn per City-state your ally is the Suzerain of

Level 3

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

Level 2

+15% Production toward military units when you or your ally are at war

Shared Visibility

Level 3

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

Level 2

+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