Modes
Heroes & Legends
Industries, Monopolies & Corporations
Secret Societies
Tech and Civic Shuffle Mode
Dramatic Ages
Zombie Defense
Barbarian Clans
Flatland Clan
Woodland Clan
Hills Clan
Rover Clan
Jungle Clan
Chariot Clan
Seafaring Clan
Rise and Fall
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
Heroic Ages and Dedications are removed, and players can only be in a
Normal Age in the first era. After that, they will either earn a
Dark Age or a
Golden Age, both of which are more potent than ever. Dark Ages can even cause cities to fall into Free Cities.
Dark Age or a
Golden Age. The threshold for earning a Golden Age increases by 3 for every city the player owns after the
Capital. Furthermore, earning a Golden Age will increase the threshold by 5, while earning a Dark Age will lower it by 10. These thresholds are calculated and fixed when the game changes era, just like the rules without the Mode, so there is no need to worry about hitting a moving target within an era.
Golden Age while in the previous era, the excess will make your citizens apply additional Loyalty pressure during your Golden Age. Each 1 Era Score grants a 5% pressure increase for your citizens. Once this reaches 50%, additional pressure can still be earned, but there are diminishing returns.
Dark Ages grant access to Dark Policies, which can be placed in Wildcard slots of your Government. These are powerful, but have a drawback effect. Some policies are the same as in a normal game, while others are reworked or brand new.
Capital, though, is always safe.
Settler: 5% Human cities lost, 30% AI cities lost. 1x pressure from Free Cities.
Chieftain: 10% Human cities lost, 30% AI cities lost. 2x pressure from Free Cities.
Warlord: 15% Human cities lost, 25% AI cities lost. 2.5x pressure from Free Cities.
Prince: 20% Human cities lost, 20% AI cities lost. 3x pressure from Free Cities.
King: 25% Human cities lost, 15% AI cities lost. 3.5x pressure from Free Cities.
Emperor: 30% Human cities lost, 15% AI cities lost. 4x pressure from Free Cities.
Immortal: 35% Human cities lost, 10% AI cities lost. 4.5x pressure from Free Cities.
Deity: 40% Human cities lost, 10% AI cities lost. 5x pressure from Free Cities.
Heroic Ages and Dedications are removed, and players can only be in a
Normal Age in the first era. After that, they will either earn a
Dark Age or a
Golden Age, both of which are more potent than ever. Dark Ages can even cause cities to fall into Free Cities.
Dark Age or a
Golden Age. The threshold for earning a Golden Age increases by 3 for every city the player owns after the
Capital. Furthermore, earning a Golden Age will increase the threshold by 5, while earning a Dark Age will lower it by 10. These thresholds are calculated and fixed when the game changes era, just like the rules without the Mode, so there is no need to worry about hitting a moving target within an era.
Golden Age while in the previous era, the excess will make your citizens apply additional Loyalty pressure during your Golden Age. Each 1 Era Score grants a 5% pressure increase for your citizens. Once this reaches 50%, additional pressure can still be earned, but there are diminishing returns.
Dark Ages grant access to Dark Policies, which can be placed in Wildcard slots of your Government. These are powerful, but have a drawback effect. Some policies are the same as in a normal game, while others are reworked or brand new.
Capital, though, is always safe.
Settler: 5% Human cities lost, 30% AI cities lost. 1x pressure from Free Cities.
Chieftain: 10% Human cities lost, 30% AI cities lost. 2x pressure from Free Cities.
Warlord: 15% Human cities lost, 25% AI cities lost. 2.5x pressure from Free Cities.
Prince: 20% Human cities lost, 20% AI cities lost. 3x pressure from Free Cities.
King: 25% Human cities lost, 15% AI cities lost. 3.5x pressure from Free Cities.
Emperor: 30% Human cities lost, 15% AI cities lost. 4x pressure from Free Cities.
Immortal: 35% Human cities lost, 10% AI cities lost. 4.5x pressure from Free Cities.
Deity: 40% Human cities lost, 10% AI cities lost. 5x pressure from Free Cities.