I haven't installed the latest versions, so I don't know if anything has been done with permanent Golden Ages in the late game. Here the simple script to make growth of difference between steps from one Golden Age to another in arithmetic progression: Code: function GoldenAgeStarted (iPlayer, bStart, iTurns) if bStart ~= true then return end local pPlayer = Players[iPlayer] local t = pPlayer:GetNumGoldenAges() local d = ((8*t+1)^0.5 - 1) / 2 if (d - math.floor(d)) == 0 then -- in case of GA isn't caused by building or etc. pPlayer:ChangeNumGoldenAges(d) end end GameEvents.PlayerGoldenAge.Add(GoldenAgeStarted) I set GOLDEN_AGE_EACH_GA_ADDITIONAL_HAPPINESS and GOLDEN_AGE_BASE_THRESHOLD_HAPPINESS to 1000 both, so I have thresolds sequence of 1000, 3000, 6000, 10000 etc. And I gave +5 GA point per turn to the Palace to compensate too high first thresold. I think this should helps to solve the problem, but not sure if completely - so many GA points come in the late game.