End of era, what will come to next era. Civic and tech bonuses

MutilationWave

Warlord
Joined
Feb 23, 2025
Messages
127
Specifically what happens if you don't research certain techs or civics.

I'm playing my very first game, immortal difficulty, Ben Franklin with the Greeks. Of course I didn't do that great. I made a ton of mistakes, the only thing keeping me in the running is the terrible enemy combat AI.

So I will be several civics and at least one tech from the end when I go to my first age transition in a bit. I'm trying to rush to the Entertainment civic that gives an extra settlement cap before the age ends. I'm also trying to rush out a wonder and capture two more settlements so I don't get a dark age and get a golden age respectively. I wasn't clear on how this stuff worked until yesterday and I think I understand it.

My main question is this- If the age ends and I haven't completed that civic (Entertainment), will I not get as high settlement cap in Exploration? I have read so much here and on a bit on Reddit and some people are saying yes, some are saying no.

There seems to be disagreement on what bonuses (from civics, techs, masteries, unique quarters, etc) carry over between ages. From what I've read it looks like some do and some don't, with no way to tell ahead of time. Has anyone really gotten a handle on this?
 
AFAIK techs and civics of previous age have absolutely no effect.
For example, the base yield of terrain is defined in terrain.xml file of each age module. Settlement cap is defined in civilizations-gameeffects.xml.

It looks like this:
Code:
    <Modifier id="TRAIT_INITIAL_SETTLEMENT_CAP" collection="COLLECTION_OWNER" effect="EFFECT_PLAYER_ADJUST_SETTLEMENT_CAP" run-once="true" permanent="true">
        <SubjectRequirements>
            <Requirement type="REQUIREMENT_GAME_IS_STARTED"/>
        </SubjectRequirements>
        <Argument name="Amount">8</Argument>
        <Argument name="Minimum">true</Argument>
    </Modifier>
from exploration age module
Code:
    <Modifier id="TRAIT_INITIAL_SETTLEMENT_CAP" collection="COLLECTION_OWNER" effect="EFFECT_PLAYER_ADJUST_SETTLEMENT_CAP" run-once="true" permanent="true">
        <SubjectRequirements>
            <Requirement type="REQUIREMENT_GAME_IS_STARTED"/>
        </SubjectRequirements>
        <Argument name="Amount">16</Argument>
        <Argument name="Minimum">true</Argument>
    </Modifier>
and from modern age module

You also get all tradition policies even if you didn't research them in previous age.


Bonuses from unique quarter persists, even though the unique quarter tooltip doesn't show up in later ages.
 
Last edited:
Back
Top Bottom