|Please help improve this article or section by expanding it with: Requirements for age objectives.|
|Available only with the Mandate of Heaven DLC enabled.|
The Europa Universalis IV era is divided into four ages, with each age lasting roughly 90 years. In its basic form, the different ages define which special rules are active (religious vs. absolutism) and what possible disasters may occur during said age. Ages also replace year specifications in many events and decisions.
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.21.
In its expanded form, each age contains seven period-related objectives, which when fulfilled, grants nations +3 Power projection and +2 Splendor on a monthly basis (per objective). Splendor may then be used to purchase age-specific abilities, which are various temporary bonuses a nation can activate for the remaining period of that age. The age-abilities are divided into 7 general abilities which can be taken by any nation and 4 nation-specific abilities which may only be taken by the indicated nation - these reflect countries that were historically powerful during the active age period. When a given age ends, all accumulated splendor and all previously purchased abilities disappear while power projection gained from objectives starts waning - thus resetting the table for the new age.
A nation managing to complete at least 3 objectives in a given age may, once per campaign, enter a golden era period for the nation lasting 50 years.
During a golden era a nation gets the following benefits:
The following table may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.21.
|–10%||All power costs|
|+10%||Morale of armies|
|+10%||Morale of navies|
|+10%||Goods produced modifier|
Age of Discovery
For an enterprising state this age can see the foundation of a worldwide empire.
The Age of Discovery is the age initially present in the game, starting (technically) in 1400, and lasting until 10 years following the appearance of Protestantism. During this age religious rules are valid (i.e. the special Curia abilities).
Possible age disasters include: Castilian Civil War, the Peasants' War, War of the Roses.
|Discover America||While having your capital on Europe, Africa or Asia, discover North America, South America or a random new world continent.|
|Developed Nation||Have at least 100 total development while the capital is not in Europe, Asia or Africa.|
|Control Centers of Trade||Own and control 5 core provinces with the Coastal Center of Trade or Inland Center of Trade modifier.|
|A Large City||Own and control a core province with at least 30 development.|
|Embrace Renaissance||Embrace the Renaissance institution and keep it in all state provinces.|
|Hold Three Thrones||Have at least 2 personal unions as Christian country.|
|Feudal Society||Have at least 5 vassals as non-Christian country.|
|Present on Two Continents||Own provinces on at least two continents.|
|Humiliate Rival||Humiliate a rival through a peace treaty.|
|Feudal De Jure Law||Allow Edict “Feudal De Jure Law” ( −5 Unrest).|
|Justified Wars||−10% Aggressive expansion impact|
|Transfer Subject||Transfer subject peace treaty at half cost, and allow fabricating claims bordering existing claims.|
|Improved Wartaxes||−100% Wartaxes cost|
|Cavalry Armies||+20% Cavalry to infantry ratio|
|Higher Developed Colonies||Gain +1 base tax, +1 base production, and +1 base manpower in a colony when it becomes a city.|
|Adaptative Combat Terrain||Gain +1 combat bonus in provinces with the same terrain type as the capital.|
|The Guns of Urban||+33% Siege ability (available only to Ottomans)|
|Portuguese Colonial Growth||+50 Global settler increase (available only to Portugal)|
|Danish Subject Loyalty||−30% Liberty desire in subjects (available only to Denmark)|
|Venetian Trade||+50% Ship trade power (available only to Venice)|
Age of Reformation
The Age of Reformation is the second age in the game, lasting until 10 years subsequent to the Global Trade institution appearing (roughly 1610). During this age, religious rules are valid (i.e. the special Curia abilities).
Possible age disasters include: The Counts' Feud, French Wars of Religion, Religious Turmoil.
|Religion Enforced Edict||Allow Edict “Religion Enforced” (+90% Resistance to reformation)|
|Coastal Barrage||+1 Blockade impact on siege|
|Religious Wars||−25% Warscore cost vs other religions|
|Mercenary Discipline||+5 Mercenary discipline|
|Powerful Tradeships||+20% Ship tradepower propagation|
|Institutional Spread||+50% Institution spread in true faith provinces|
|Prestigious Conversions||+0.3 Prestige per development from missionary|
|Spanish Tercios||−30% Shock damage received (available only to Spain)|
|Mughal Artillery||−50% Artillery cost (available only to Mughals)|
|Polish Crown||+33% Goods produced modifier (available only to Poland or Commonwealth)|
|Persian Reinforcement||−30% Reinforce cost (available only to Persia)|
Age of Absolutism
The Age of Absolutism is the third age in the game, lasting until 10 years after the Enlightenment institution is founded (around 1710). During this age, religious rules are no longer valid (i.e. The special Curia abilities) and instead are replaced by the absolutism mechanic.
Possible age disasters include: Court and Country, the English Civil War.
|Edict of Absolutism||Allow Edict “Edict of Absolutism” ( −0.25 Monthly devastation)|
|Flexible Rivalries||−50% Change rival cost|
|Protecting Forts||−100% Fort maintenance on border with rival|
|Efficient Autonomy||−50% Autonomy change cooldown|
|Harsher Treatment||−50% Harsh treatment cost|
|Administrative Efficiency||+5% Administrative efficiency|
|Absolute Government||+1 Yearly absolutism|
|French Musketeers||+20% Land fire damage (available only to France)|
|Dutch Officials||−0.20 Yearly corruption (available only to Netherlands)|
|Swedish Recruitment||+35% Manpower recovery speed (available only to Sweden)|
|Manchu Banners||+50% Possible Manchu banners (available only to Manchu or Qing)|
Age of Revolutions
The Age of Revolutions is the fourth and final age in the game, starting 10 years after the Enlightenment institution becomes active (usually about 1710), and lasting until the end of the game. During this age, the Absolutism mechanic is enabled.
Possible age disasters include: The French Revolution, Revolution, Liberalism.
|Anti-Revolutionary Zeal||−33% Liberty desire from subject development|
|Napoleonic Warfare||+3 Artillery bonus vs fort|
|Improved Force March||Forced March costs no military power|
|Naval Engagement||+20% Global naval engagement|
|Unrestricted Conquest||Ignore coring distance|
|Improved Artillery Range||+20% Artillery damage from backrow|
|Loyal Subjects||−25% Liberty desire in subjects on same continent|
|Prussian Discipline||−20% Fire damage received (available only to Prussia)|
|British Fleet||−33% Naval maintenance modifier (available only to Great Britain)|
|Russian Empire||+20 Number of states (available only to Russia)|
|Austrian Diplomacy||+5 Diplomatic reputation (available only to Austria)|
- See in Static modifiers#Golden Era). (