Civ VI BBG 7.2 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 Horses, Iron, and Niter per turn once discovered. +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 Horses, Iron, and Niter per turn once discovered. +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:
+2 Niter, Oil, and Coal per turn once discovered. +15%
Production towards military units. All military units gain +10
Combat Strength against cities. Combat victories provide
Gold equal to 50% of the
Combat Strength of the defeated unit.
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:
+2 Niter, Oil, and Coal per turn once discovered. +15%
Production towards military units. All military units gain +10
Combat Strength against cities. Combat victories provide
Gold equal to 50% of the
Combat Strength of the defeated unit.
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 if you have unlocked Robotics. +25%
Production toward GDRs. 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 if you have unlocked Robotics. +25%
Production toward GDRs. 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 if you have unlocked Robotics. +25%
Production toward GDRs. 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 if you have unlocked Robotics. +25%
Production toward GDRs. 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 on
Trade Routes between allies.
+2
Science from
Trade Routes to your ally
+2
Science on
Trade Routes between allies.
+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 on
Trade Routes between allies.
+2
Culture from
Trade Routes to your ally
Your ally's cities do not exert Loyalty pressure on yours, and vice versa
+2
Culture on
Trade Routes between allies.
+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 on
Trade Routes between allies.
+6
Gold on
Trade Routes between allies.
+6
Gold on
Trade Routes between allies.
+6
Gold on
Trade Routes between allies.
Level 2
+1
Influence Point per turn per City-state your ally is the Suzerain of and +1
Production on
Trade Routes between allies.
+1
Influence Point per turn per City-state your ally is the Suzerain of and +1
Production on
Trade Routes between allies.
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 on
Trade Routes between allies.
+1
Food and +4
Faith on
Trade Routes between allies.
Your ally's Religion does not exert Religious pressure on cities dominated by your Religion, and vice versa
+1
Food and +4
Faith on
Trade Routes between allies.
+1
Food and +4
Faith on
Trade Routes between allies.
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