What changes does advancing to a new era have?

fadeh

Chieftain
Joined
Aug 10, 2012
Messages
24
I'm looking for a comprehensive list of changes due to an advancing to a new era.
For example, advancing to a new era unlocks policies, cities do more damages, bonus increase from city states etc.

Thank you
 
Ok here we go :

-Increase the cost of :
*buying faith building/units
*research agreement

-Open new Policy trees

-Gives you a new spy each era

-Increase range of cities

-Increase the bonus from CS

-Increase the effect of the great merchant trad mission the later the era the more gold

-Changes the units that city states have (if a lot of Ai have crosbows the CS have them) Same goes for barbarians

-Increases the effects of ideologies :
*Increase the effect of the modifier for having the same ideology and does the same with having a different ideology.
*Will erase some of the warmonger penalties as you enter modern era when YOU HAVE THE SAME IDEOLOGY
*Increases the unhappiness from ideology pressure
 
Don't it increase the food/production internal traderoutes give?

Yes it does, although I am unsure of the exact formula.
 
Hey guys, thanks for all the replies! Could you please clarify if those changes takes effect when the first AI enters the era or when the player does? Or does it depend on the change (this is what I expect)? For example, I expect the increase city strength depends on your era but barbarian units get upgraded as soon as someone enter a new era.
 
You are correct. For player (AI and human) bonuses/costs, the era changes apply only when that player enters the new era. Changes for barbs and CSs (new units and, for CSs, techs) are driven mostly by what specific techs have been researched by the players, not merely by what eras have been entered.

Only notable exception is that every player gets its Renaissance Era spy (two spies, in the case of England) when the first AI or human player enters the Renaissance.
 
Ok here we go :

-Increase the cost of :
*buying faith building/units
*research agreement

-Open new Policy trees

-Gives you a new spy each era

-Increase range of cities

-Increase the bonus from CS

-Increase the effect of the great merchant trad mission the later the era the more gold

-Changes the units that city states have (if a lot of Ai have crosbows the CS have them) Same goes for barbarians

-Increases the effects of ideologies :
*Increase the effect of the modifier for having the same ideology and does the same with having a different ideology.
*Will erase some of the warmonger penalties as you enter modern era when YOU HAVE THE SAME IDEOLOGY
*Increases the unhappiness from ideology pressure

What do you mean by increasing the range of cities?
 
Well, it also changes the age of created Great Works, so it's pretty important to take into consideration when trying to get a theming bonus.
 
In addition,

1. If you are already an era ahead of the World Congress, then when you advance to the next era it will advance the World Congress one era.
2. If you have not yet gotten an ideology (not built 3 factories), then advancing to modern era will allow you to chose an ideology.
3. Advancing to Industrial era allows faith buying of Great People. In addition, it makes Great Prophets a fixed cost.
 
Guys you are forgetting the very basic thing, City graphics change!
 
...also the really loud 'Bong' when it's Industrial you enter!
 
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