This article has been verified for the current version (1.35) of the game.
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.
With the
Mandate of Heaven DLC, each age has a number of goals for countries to achieve. When achieved, they increase power projection and provide a monthly bonus to
splendor, which can be spent to activate bonuses that last till the end of the age. Each bonus costs 800
splendor.
In its expanded form, each age contains seven period-related objectives, which when fulfilled, grants nations
+3 power projection and
+2 monthly splendor (per objective). Splendor is also gained at a base of
+1 monthly splendor. It 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.
Some objectives, once achieved, may then be lost (for example, if "have 2 personal unions" objective was achieved and then one of those unions ended). A lost objective will no longer grant extra splendor. It can be achieved again to resume splendor gain.
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Traditions
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Ideas
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Bonuses
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Policies
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+2
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—
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- Court idea 6: Palace of Splendor
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—
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—
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+1
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—
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- Innovative idea 6: Optimism
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—
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—
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From great projects:
- holding Isfahan (429) while religion is in Muslim group and has the same religion as its owner with the great project
Maidan-e Naqsh-e Jahan
+0.5
Monthly splendor;
+1
Monthly splendor;
+1.5
Monthly splendor.
- holding Mentese (319) with the great project
Mausoleum at Halicarnassus
+0.5
Monthly splendor;
+1
Monthly splendor;
+1.5
Monthly splendor.
- holding Firenze (116) while religion is in Christian group and has the same religion as its owner with the great project
Santa Maria del Fiore
+0.5
Monthly splendor;
+1
Monthly splendor;
+2
Monthly splendor.
- holding Central Doab (524) while religion is in Muslim group and has the same religion as its owner with the great project
Taj Mahal
+1
Monthly splendor;
+2
Monthly splendor.
- holding Trakai (270) with the great project
Trakai Castle
+0.5
Monthly splendor;
+1
Monthly splendor;
+1.5
Monthly splendor.
The government reform System of Councils gives +4
Monthly splendor at 100 council consensus.
There is also a Franconian mission giving +1.5
Monthly splendor.
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:[1]
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−10% |
All power costs
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+10% |
Morale of armies
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+10% |
Morale of navies
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+10% |
Goods produced modifier
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0+5% |
Maximum absolutism
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+10% |
Maximum revolutionary zeal
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The duration of an ongoing golden era can be extended beyond the default of 50 years in the following ways:
A second golden era is possible after resetting it in one of the following ways:
At the dawn of the Early Modern era new continents are being mapped while feudal society is slowly giving way to centralized states.
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, Peasants' War, War of the Roses.
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Objective
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Description
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Discover America
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As a nation with a capital in Europe, Africa or Asia, discover North America, South America or a random new world continent.
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Developed Nation
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While the capital is not in Europe, Asia or Africa, have at least 100 total development.
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Control Centers of Trade
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Own and control 5 core provinces with level 2 or higher centers of trade.
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A Large City
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Own and control a core province with at least 30 development.
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Embrace Renaissance
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Embrace the Renaissance institution and keep it in all state provinces.
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Hold Three Thrones
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As a Christian country, have at least 2 personal unions.
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Feudal Society
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As a non-Christian country, have at least 5 vassals.
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Present on Two Continents
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Own provinces on at least two continents.
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Humiliate Rival
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Humiliate a rival through a peace treaty.
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Ability
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Effect
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Feudal De Jure Law
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Allow Edict “Feudal De Jure Law” ( −5 Unrest).
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Justified Wars
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−10% Aggressive expansion impact
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Transfer Subject
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Transfer Subject peace treaty at half cost, and allow fabricating claims bordering existing claims.
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Improved Wartaxes
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−100% War taxes cost
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Cavalry Armies
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+20% Cavalry to infantry ratio
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Higher Developed Colonies
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Gain +1 base tax, +1 base production, and +1 base manpower in a colony when it becomes a city.
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Adaptative Combat Terrain
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Gain +1 combat bonus in provinces with the same terrain type as the capital.
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Ottoman Siegecraft
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+1 Leader siege (available only to the Ottomans)
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Portuguese Colonial Growth
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+50 Global settler increase (available only to Portugal)
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Danish Subject Loyalty
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−30% Liberty desire in subjects (available only to Denmark)
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Venetian Trade
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+50% Ship trade power (available only to Venice)
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From East to West this is the age of religious conviction, debates and mass movements. In Europe Protestantism is entrenched while millenarianism takes hold of Iran and religious Syncretism shapes Indian society.
This Age triggers 10 years after the appearance of the first Protestant Center of Reformation (dependent on Catholic Reform desire), and is the starting Age for the Eighty Years War (1579) and Thirty Years War (1618) bookmarks.
Possible age disasters include: The Count's Feud, French Wars of Religion, Religious Turmoil, Time of Troubles.
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Objective
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Description
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Join the Reformation
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Embrace Protestantism, Reformed, Anglican or Hussite as your state religion.
|
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Humanist or Religious
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Complete either the Humanist or Religious idea group.
|
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Convert Provinces
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Convert 10 provinces of a different religion. (Conversions done during the Age of Discovery count.)
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Create a Colonial Empire
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Have at least 5 colonial nations.
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Converted another Nation
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Convert another nation through war, subject interaction, or enforcing unity. (Doing this during the Age of Discovery counts.)
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Asian Trade
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Gain the trade bonus in Silk, Spices, Chinaware or Cloves
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Unify Culture
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Own all provinces of your culture group
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Ability
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Effect
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Religion Enforced Edict
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Allow Edict “Religion Enforced” (+100% Resistance to reformation)
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Floating Batteries
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+1 Blockade impact on siege
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Religious Wars
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−25% War score cost vs other religions
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Mercenary Discipline
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+5% Mercenary discipline
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Powerful Tradeships
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+20% Ship tradepower propagation
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Institutional Spread
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+50% Institution spread in true faith provinces
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Prestigious Conversions
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+0.3 Prestige per development from missionary after a successful conversion.
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Spanish Field Marshals
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+1 Leader shock (available only to Spain)
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Mughal Artillery
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+15% Artillery combat ability (available only to Mughals)
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Polish Crown
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+33% Goods produced modifier (available only to Poland, Commonwealth or through Prussian missions)
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Persian Enlightenment
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−20% Development cost (available only to Persia)
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As governments wrest the absolute power in their countries from other parties, they are now able to devote themselves to the building of Empires. This is the age of the state, of rulers, and their armies.
The Age of Absolutism is the third age in the game, starting 10 years after Global Trade is discovered (around 1610). 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, English Civil War.
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Objective
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Description
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Three Trade Companies
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Have at least 3 Trade Companies
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Multiple Universities
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Own and control at least 5 Universities
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Potential for a Large Army
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Reach a force limit of at least 200 regiments
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Absolutism
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Have at least 90 absolutism
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Emperor of China
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Be Emperor of China with at least 50 mandate
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Multicultural Nation
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Have at least 5 different promoted cultures
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Win Religious War
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Be on the victorious side in the Religious League War
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Ability
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Effect
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Edict of Absolutism
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Allow Edict “Edict of Absolutism” ( −0.25 Monthly devastation)
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Flexible Rivalries
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−50% Change rival cost
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Protecting Forts
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−100% Fort maintenance on border with rival
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Efficient Autonomy
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−50% Autonomy change cooldown
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Harsher Treatment
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−50% Harsh treatment cost
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Administrative Efficiency
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+5% Administrative efficiency
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Absolute Government
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+1 Yearly absolutism
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French Absolutism
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+30% Maximum absolutism effect (available only to France)
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Dutch Commercialization
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+33% Trade steering (available only to the Netherlands)
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Swedish Recruitment
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+35% Manpower recovery speed (available only to Sweden or Scandinavia)
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Manchu Banners
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+50% Possible Manchu banners (available only to Manchu or Qing)
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The questioning of rights, authority and the world itself during the Enlightenment has led to the rejection of the Ancient Regime. As Absolutism gives way to Revolution kingdoms may have to make place for Republics.
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: French Revolution, Revolution, Aspiration for Liberty.
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Objective
|
Description
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Parliament
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Have a government with a parliament
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Emperor
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Be an Empire Rank nation, Emperor of HRE or Emperor of China
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Powerful Subject
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Have a subject with at least 250 development
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High Discipline
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Have at least 125% discipline
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Large Capital
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Have at least 50 development in the capital
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Great Leader
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Have a 3-star general or admiral
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Control Institutions
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Own and control at least 2 origins of institutions
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Ability
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Effect
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Anti-Revolutionary Zeal
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−33% Liberty desire from subject development
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Napoleonic Warfare
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+3 Artillery bonus vs fort
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Improved Force March
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Forced March costs no military power
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Naval Engagement
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+20% Global naval engagement
|
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Unrestricted Conquest
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Ignore coring distance
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Improved Artillery Range
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+20% Artillery damage from back row
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Loyal Subjects
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−25% Liberty desire in same continent subjects
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Prussian Discipline
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−20% Fire damage received (available only to Prussia or Germany)
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British Fleet
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+1 Naval leader fire (available only to Great Britain or Angevin Kingdom)
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Russian Empire
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−10% Minimum autonomy in territories (available only to Russia)
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Austrian Tenacity
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−20% Morale damage received (available only to Austria or Holy Roman Empire)
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