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mechanics Era Score
This document covers the Era Score and Golden Age mechanics in Civilization VII, including how scores are calculated, age progression, celebration periods, and how to create custom content.
Civ VII approaches Era mechanics differently than previous entries:
- Legacy Points replace traditional Era Score as the primary progression metric
- Age Progression tracks progress toward transitioning between Ages
- Golden Ages are celebration periods tied to governments, not Era Score thresholds
- Celebrations are triggered when reaching certain milestones
- Dark Ages occur when players fail to meet minimum progression requirements
| Age | Description |
|---|---|
AGE_ANTIQUITY |
Ancient through classical periods |
AGE_EXPLORATION |
Medieval through renaissance periods |
AGE_MODERN |
Industrial through future periods |
| Table | Purpose |
|---|---|
Ages |
Define the game's ages |
AgeProgressions |
Track legacy paths per age |
AgeProgressionMilestones |
Define milestone thresholds |
AgeProgressionEvents |
Events triggered by progression |
AgeProgressionRewards |
Rewards for achieving milestones |
GoldenAges |
Define golden age bonuses |
Celebrations |
Define celebration triggers and effects |
Legacy Points are Civ VII's equivalent to Era Score. They're earned through Legacy Paths.
<AgeProgressionYieldSources>
<Row>
<SourceType>SOURCE_TECH_RESEARCHED</SourceType>
<YieldType>YIELD_LEGACY</YieldType>
<Amount>1</Amount>
<AgeProgressionType>AGE_PROGRESSION_ANTIQUITY_SCIENCE</AgeProgressionType>
</Row>
</AgeProgressionYieldSources>| Source | Legacy Path | Amount |
|---|---|---|
SOURCE_TECH_RESEARCHED |
Science | 1-3 per tech |
SOURCE_CIVIC_COMPLETED |
Culture | 1-3 per civic |
SOURCE_CITY_CONQUERED |
Military | 2-5 per city |
SOURCE_TRADE_ROUTE_COMPLETED |
Economic | 1-2 per route |
SOURCE_WONDER_COMPLETED |
Varies | 3-5 per wonder |
SOURCE_GREAT_PERSON_EARNED |
Varies | 2-4 per person |
SOURCE_FIRST_TO_DISCOVER |
Science | 2 bonus |
SOURCE_FIRST_TO_CIRCUMNAVIGATE |
Exploration | 5 bonus |
<Types>
<Row Type="SOURCE_MY_CUSTOM_SOURCE" Kind="KIND_AGE_PROGRESSION_SOURCE"/>
</Types>
<AgeProgressionYieldSources>
<Row>
<SourceType>SOURCE_MY_CUSTOM_SOURCE</SourceType>
<YieldType>YIELD_LEGACY</YieldType>
<Amount>3</Amount>
<AgeProgressionType>AGE_PROGRESSION_ANTIQUITY_SCIENCE</AgeProgressionType>
</Row>
</AgeProgressionYieldSources>Each Legacy Path has three milestones that determine Age readiness:
<AgeProgressionMilestones>
<Row AgeProgressionMilestoneType="ANTIQUITY_SCIENCE_MILESTONE_1"
AgeProgressionType="AGE_PROGRESSION_ANTIQUITY_SCIENCE"
Threshold="15"
AgeProgressionEventType="AGE_PROGRESSION_PLAYER_MILESTONE_1"/>
<Row AgeProgressionMilestoneType="ANTIQUITY_SCIENCE_MILESTONE_2"
AgeProgressionType="AGE_PROGRESSION_ANTIQUITY_SCIENCE"
Threshold="30"
AgeProgressionEventType="AGE_PROGRESSION_PLAYER_MILESTONE_2"/>
<Row AgeProgressionMilestoneType="ANTIQUITY_SCIENCE_MILESTONE_3"
AgeProgressionType="AGE_PROGRESSION_ANTIQUITY_SCIENCE"
Threshold="50"
AgeProgressionEventType="AGE_PROGRESSION_PLAYER_MILESTONE_3"
FinalMilestone="true"/>
</AgeProgressionMilestones>Events fire when milestones are reached:
| Event | Trigger |
|---|---|
AGE_PROGRESSION_PLAYER_MILESTONE_1 |
First milestone reached |
AGE_PROGRESSION_PLAYER_MILESTONE_2 |
Second milestone reached |
AGE_PROGRESSION_PLAYER_MILESTONE_3 |
Final milestone reached |
AGE_PROGRESSION_AGE_ENDING |
Age is about to end |
AGE_PROGRESSION_AGE_ENDED |
Age has ended |
<AgeProgressionEvents>
<Row AgeProgressionEventType="AGE_PROGRESSION_PLAYER_MILESTONE_1"
Name="LOC_MILESTONE_1_NAME"
Description="LOC_MILESTONE_1_DESC"
LegacyPointBonus="5"/>
<Row AgeProgressionEventType="AGE_PROGRESSION_PLAYER_MILESTONE_2"
Name="LOC_MILESTONE_2_NAME"
Description="LOC_MILESTONE_2_DESC"
LegacyPointBonus="10"/>
<Row AgeProgressionEventType="AGE_PROGRESSION_PLAYER_MILESTONE_3"
Name="LOC_MILESTONE_3_NAME"
Description="LOC_MILESTONE_3_DESC"
LegacyPointBonus="20"/>
</AgeProgressionEvents>Golden Ages in Civ VII are tied to governments and celebrations, not Era Score.
<Types>
<Row Type="GOLDEN_AGE_MY_GOLDEN_AGE" Kind="KIND_GOLDEN_AGE"/>
</Types>
<GoldenAges>
<Row GoldenAgeType="GOLDEN_AGE_MY_GOLDEN_AGE"
Name="LOC_GOLDEN_AGE_MY_NAME"
Description="LOC_GOLDEN_AGE_MY_DESC"
Duration="20"/>
</GoldenAges>| Column | Type | Description |
|---|---|---|
GoldenAgeType |
TEXT | Unique golden age identifier |
Name |
TEXT | Localization key for name |
Description |
TEXT | Localization key for description |
Duration |
INTEGER | Turns the golden age lasts |
Each government has associated golden ages:
<Government_ValidGoldenAges>
<Row GovernmentType="GOVERNMENT_DESPOTISM" GoldenAgeType="GOLDEN_AGE_DESPOTISM_1"/>
<Row GovernmentType="GOVERNMENT_DESPOTISM" GoldenAgeType="GOLDEN_AGE_DESPOTISM_2"/>
</Government_ValidGoldenAges><GoldenAgeModifiers>
<Row GoldenAgeType="GOLDEN_AGE_MY_GOLDEN_AGE" ModifierID="MOD_GOLDEN_AGE_EFFECT"/>
</GoldenAgeModifiers>
<!-- GameEffects file -->
<GameEffects xmlns="GameEffects">
<Modifier id="MOD_GOLDEN_AGE_EFFECT"
collection="COLLECTION_PLAYER_CITIES"
effect="EFFECT_CITY_ADJUST_YIELD">
<Argument name="YieldType">YIELD_PRODUCTION</Argument>
<Argument name="Percent">20</Argument>
</Modifier>
</GameEffects>Celebrations are triggered events that can lead to golden ages.
| Type | Trigger |
|---|---|
CELEBRATION_WONDER_COMPLETED |
Completing a wonder |
CELEBRATION_AGE_MILESTONE |
Reaching a legacy milestone |
CELEBRATION_GREAT_PERSON |
Recruiting a great person |
CELEBRATION_VICTORY_PROGRESS |
Major victory progress |
CELEBRATION_CITY_FOUNDED |
Founding a new city |
<Types>
<Row Type="CELEBRATION_MY_CELEBRATION" Kind="KIND_CELEBRATION"/>
</Types>
<Celebrations>
<Row CelebrationType="CELEBRATION_MY_CELEBRATION"
Name="LOC_CELEBRATION_MY_NAME"
Description="LOC_CELEBRATION_MY_DESC"
Duration="10"
TriggersGoldenAge="true"/>
</Celebrations>| Column | Type | Description |
|---|---|---|
CelebrationType |
TEXT | Unique celebration identifier |
Name |
TEXT | Localization key for name |
Description |
TEXT | Localization key for description |
Duration |
INTEGER | Turns the celebration lasts |
TriggersGoldenAge |
BOOLEAN | Whether this triggers a golden age |
StacksWithGoldenAge |
BOOLEAN | Can run alongside golden age |
<CelebrationModifiers>
<Row CelebrationType="CELEBRATION_MY_CELEBRATION"
ModifierId="MOD_CELEBRATION_HAPPINESS"/>
</CelebrationModifiers>
<GameEffects xmlns="GameEffects">
<Modifier id="MOD_CELEBRATION_HAPPINESS"
collection="COLLECTION_PLAYER_CITIES"
effect="EFFECT_CITY_ADJUST_YIELD">
<Argument name="YieldType">YIELD_HAPPINESS</Argument>
<Argument name="Amount">3</Argument>
</Modifier>
</GameEffects>Dark Ages occur when players fail to meet minimum progression requirements.
<DarkAgeConditions>
<Row ConditionType="CONDITION_BELOW_MILESTONE_1"
AgeProgressionType="AGE_PROGRESSION_ANTIQUITY_SCIENCE"
ThresholdPercent="25"
TriggersOnAgeEnd="true"/>
</DarkAgeConditions><DarkAgeModifiers>
<Row DarkAgeType="DARK_AGE_DEFAULT" ModifierId="MOD_DARK_AGE_PENALTY"/>
</DarkAgeModifiers>
<GameEffects xmlns="GameEffects">
<!-- Penalty during dark age -->
<Modifier id="MOD_DARK_AGE_PENALTY"
collection="COLLECTION_PLAYER_CITIES"
effect="EFFECT_CITY_ADJUST_YIELD">
<Argument name="YieldType">YIELD_CULTURE</Argument>
<Argument name="Percent">-15</Argument>
</Modifier>
</GameEffects>Even in dark ages, players get some rewards:
<AgeProgressionRewards>
<Row AgeProgressionRewardType="AGE_REWARD_DARK_AGE_SCIENCE_1"
Name="LOC_DARK_AGE_SCIENCE_REWARD_NAME"
Description="LOC_DARK_AGE_SCIENCE_REWARD_DESC"
RewardCategory="REWARD_CATEGORY_DARK_AGE"/>
</AgeProgressionRewards>| Effect | Description |
|---|---|
EFFECT_ADJUST_LEGACY_POINTS |
Grant or remove legacy points |
EFFECT_ADJUST_AGE_PROGRESSION |
Modify path progress |
EFFECT_TRIGGER_GOLDEN_AGE |
Force a golden age |
EFFECT_EXTEND_GOLDEN_AGE |
Add turns to active golden age |
EFFECT_TRIGGER_CELEBRATION |
Force a celebration |
<GameEffects xmlns="GameEffects">
<!-- Leader earns bonus legacy points from wonders -->
<Modifier id="MOD_LEADER_WONDER_LEGACY"
collection="COLLECTION_PLAYER_CITIES"
effect="EFFECT_ATTACH_MODIFIERS">
<Argument name="ModifierId">ATTACH_WONDER_LEGACY_BONUS</Argument>
</Modifier>
<Modifier id="ATTACH_WONDER_LEGACY_BONUS"
collection="COLLECTION_CITY_WONDERS"
effect="EFFECT_ADJUST_LEGACY_POINTS">
<Argument name="Amount">2</Argument>
</Modifier>
</GameEffects><?xml version="1.0" encoding="utf-8"?>
<Database>
<Types>
<Row Type="CELEBRATION_CULTURAL_RENAISSANCE" Kind="KIND_CELEBRATION"/>
<Row Type="GOLDEN_AGE_CULTURAL_RENAISSANCE" Kind="KIND_GOLDEN_AGE"/>
</Types>
<!-- Define the celebration -->
<Celebrations>
<Row CelebrationType="CELEBRATION_CULTURAL_RENAISSANCE"
Name="LOC_CELEBRATION_CULTURAL_RENAISSANCE_NAME"
Description="LOC_CELEBRATION_CULTURAL_RENAISSANCE_DESC"
Duration="15"
TriggersGoldenAge="true"/>
</Celebrations>
<!-- Define the golden age -->
<GoldenAges>
<Row GoldenAgeType="GOLDEN_AGE_CULTURAL_RENAISSANCE"
Name="LOC_GOLDEN_AGE_CULTURAL_RENAISSANCE_NAME"
Description="LOC_GOLDEN_AGE_CULTURAL_RENAISSANCE_DESC"
Duration="25"/>
</GoldenAges>
<!-- Link celebration to golden age -->
<Celebration_GoldenAges>
<Row CelebrationType="CELEBRATION_CULTURAL_RENAISSANCE"
GoldenAgeType="GOLDEN_AGE_CULTURAL_RENAISSANCE"/>
</Celebration_GoldenAges>
<!-- Celebration modifiers -->
<CelebrationModifiers>
<Row CelebrationType="CELEBRATION_CULTURAL_RENAISSANCE"
ModifierId="MOD_RENAISSANCE_GREAT_WORKS"/>
</CelebrationModifiers>
<!-- Golden age modifiers -->
<GoldenAgeModifiers>
<Row GoldenAgeType="GOLDEN_AGE_CULTURAL_RENAISSANCE"
ModifierID="MOD_RENAISSANCE_CULTURE_BONUS"/>
</GoldenAgeModifiers>
</Database><?xml version="1.0" encoding="utf-8"?>
<GameEffects xmlns="GameEffects">
<!-- Celebration: +2 Great Work slots in museums -->
<Modifier id="MOD_RENAISSANCE_GREAT_WORKS"
collection="COLLECTION_PLAYER_CITIES"
effect="EFFECT_ADJUST_GREAT_WORK_SLOTS">
<SubjectRequirements>
<Requirement type="REQUIREMENT_CITY_HAS_BUILDING">
<Argument name="BuildingType">BUILDING_MUSEUM</Argument>
</Requirement>
</SubjectRequirements>
<Argument name="Amount">2</Argument>
</Modifier>
<!-- Golden Age: +50% culture in all cities -->
<Modifier id="MOD_RENAISSANCE_CULTURE_BONUS"
collection="COLLECTION_PLAYER_CITIES"
effect="EFFECT_CITY_ADJUST_YIELD">
<Argument name="YieldType">YIELD_CULTURE</Argument>
<Argument name="Percent">50</Argument>
</Modifier>
</GameEffects><?xml version="1.0" encoding="utf-8"?>
<Database>
<LocalizedText>
<Row Tag="LOC_CELEBRATION_CULTURAL_RENAISSANCE_NAME" Language="en_US">
<Text>Cultural Renaissance</Text>
</Row>
<Row Tag="LOC_CELEBRATION_CULTURAL_RENAISSANCE_DESC" Language="en_US">
<Text>A period of artistic flourishing. Museums gain +2 Great Work slots.</Text>
</Row>
<Row Tag="LOC_GOLDEN_AGE_CULTURAL_RENAISSANCE_NAME" Language="en_US">
<Text>Golden Age of Art</Text>
</Row>
<Row Tag="LOC_GOLDEN_AGE_CULTURAL_RENAISSANCE_DESC" Language="en_US">
<Text>+50% [ICON_CULTURE] Culture in all cities for 25 turns.</Text>
</Row>
</LocalizedText>
</Database><RequirementSets>
<Row RequirementSetId="REQSET_IN_GOLDEN_AGE"
RequirementSetType="REQUIREMENTSET_TEST_ALL"/>
</RequirementSets>
<RequirementSetRequirements>
<Row RequirementSetId="REQSET_IN_GOLDEN_AGE"
RequirementId="REQ_PLAYER_IN_GOLDEN_AGE"/>
</RequirementSetRequirements>
<Requirements>
<Row RequirementId="REQ_PLAYER_IN_GOLDEN_AGE"
RequirementType="REQUIREMENT_PLAYER_IN_GOLDEN_AGE"/>
</Requirements>| Requirement | Description |
|---|---|
REQUIREMENT_PLAYER_IN_GOLDEN_AGE |
Player has active golden age |
REQUIREMENT_PLAYER_IN_DARK_AGE |
Player is in dark age |
REQUIREMENT_PLAYER_IN_CELEBRATION |
Player has active celebration |
REQUIREMENT_PLAYER_AGE_MATCHES |
Player is in specific age |
REQUIREMENT_MILESTONE_REACHED |
Specific milestone achieved |
- Balance Thresholds - Set achievable but challenging milestone thresholds
- Meaningful Rewards - Make milestone rewards worth pursuing
- Thematic Golden Ages - Match golden age effects to government themes
- Celebration Variety - Create diverse celebration triggers
- Dark Age Recovery - Provide paths out of dark ages
- Clear Communication - Use localization to explain progress clearly
- AI Awareness - Ensure AI understands era mechanics