Modes
Gathering Storm
Rise and Fall
Historic Moments
Golden and Dark Ages
Dedications
Loyalty
Governors
Alliances
Emergencies
Free Cities
Cities
The World
Combat
Air Combat
Unit Movement
Science and Technology
Culture and Civics
Gold and the Economy
Faith and Religion
Diplomacy
City-States
Trade
Governments and Policies
Great People
Nukes
Tourism
Victory and Defeat
Teams


Inspiration. +1 Era Score for constructing a building with a Great Work Slot. If chosen at the start of a Golden Age,
Inspirations provide an additional 10% of civic costs. Each city receives +1
Culture for each specialty district.
Trade Route. If chosen at the start of a Golden Age, your Traders cannot be plundered. International
Trade Routes provide +3
Gold per specialty district in the foreign city.
Population for cities settled on a different continent than your first city. +2
Movement for naval and embarked units. +2 Loyalty per turn for cities not on your original
Capital's continent.
Production toward Industrial era and later wonders. Campus district's
Science adjacency bonus provides
Production as well.
Movement for all Builders. May purchase civilian units with
Faith. Builders and Settlers are 30% cheaper to purchase with
Faith and
Gold.
Production towards military units.
Movement for all Missionaries, Apostles, and Inquisitors. Additionally, newly trained ones get +2 Charges. +4
Great Prophet points per turn.
Eureka. +1 Era Score for constructing a building that provides Science as a base yield. If chosen at the start of a Golden Age,
Eurekas provide an additional 10% of technology costs. Commercial Hub and Harbor district's
Gold adjacency bonus provides
Science as well.
Great Person is earned or purchased. If chosen at the start of a Golden Age, unlocks the
Eurekas for Advanced Flight, Nuclear Fission, and Rocketry if in the Atomic Era. If in the Information Era the Eurekas for Satellites, Robotics, Nuclear Fusion, and Nanotechnology are unlocked. +100% XP earned for all Air Units.
Governors receive +50%
Tourism from World Wonders. +100%
Tourism to all National Parks.
Uranium per turn.
Uranium mines accumulate +1 more resource per turn. Information and Future Era.
Inspiration. +1 Era Score for constructing a building with a Great Work Slot. If chosen at the start of a Golden Age,
Inspirations provide an additional 10% of civic costs. Each city receives +1
Culture for each specialty district.
Trade Route. If chosen at the start of a Golden Age, your Traders cannot be plundered. International
Trade Routes provide +3
Gold per specialty district in the foreign city.
Population for cities settled on a different continent than your first city. +2
Movement for naval and embarked units. +2 Loyalty per turn for cities not on your original
Capital's continent.
Production toward Industrial era and later wonders. Campus district's
Science adjacency bonus provides
Production as well.
Movement for all Builders. May purchase civilian units with
Faith. Builders and Settlers are 30% cheaper to purchase with
Faith and
Gold.
Production towards military units.
Movement for all Missionaries, Apostles, and Inquisitors. Additionally, newly trained ones get +2 Charges. +4
Great Prophet points per turn.
Eureka. +1 Era Score for constructing a building that provides Science as a base yield. If chosen at the start of a Golden Age,
Eurekas provide an additional 10% of technology costs. Commercial Hub and Harbor district's
Gold adjacency bonus provides
Science as well.
Great Person is earned or purchased. If chosen at the start of a Golden Age, unlocks the
Eurekas for Advanced Flight, Nuclear Fission, and Rocketry if in the Atomic Era. If in the Information Era the Eurekas for Satellites, Robotics, Nuclear Fusion, and Nanotechnology are unlocked. +100% XP earned for all Air Units.
Governors receive +50%
Tourism from World Wonders. +100%
Tourism to all National Parks.
Uranium per turn.
Uranium mines accumulate +1 more resource per turn. Information and Future Era.