title: “Age Modules” description: “Overview of Antiquity, Exploration, and Modern modules and their structures.” sidebarTitle: “Age Modules”
Overview
One of Civilization VII’s defining features is its Ages system, which divides gameplay into three distinct historical periods. Each Age is implemented as a separate module with its own content, rules, and mechanics. This document provides an in-depth look at each Age module’s structure, content, and implementation specifics. Understanding the Age modules is essential for modders, as any content you create must be properly integrated with the appropriate Age to function correctly in-game.Common Age Module Structure
All three Age modules (Antiquity, Exploration, and Modern) share a common structure and organization. Based on examination of the game files, each Age module contains:Core Files in Each Age
The most important files that define an Age’s characteristics are:- age-[name].modinfo: Defines module identity, dependencies, and actions
- config/config.xml: Contains the core properties of the Age including:
- Available civilizations
- Victory conditions for the Age
- Legacy Path systems
- Map and world settings
- data/civilizations.xml: Defines civilizations available in that Age
- data/progression-trees-*.xml: Technology and Civic trees specific to the Age
Antiquity Age (3000 BCE - 500 CE)
The Antiquity Age represents the ancient world from the earliest civilizations through classical antiquity. Module Path:<GAME_RESOURCES>/Base/modules/age-antiquity/
Key Properties
As defined in the Antiquity Age’s config.xml:Antiquity Civilizations
The Antiquity Age includes civilizations from ancient history:- Egypt: Known for early urbanization and monumental architecture
- Rome: Famous for military prowess and governance systems
- Greece: Celebrated for cultural and philosophical achievements
- Persia: Known for imperial administration and tolerance
- Han: Famous for technological innovation and bureaucracy
- Aksum: Known for trade networks and early Christianity
- Khmer: Celebrated for water management and temple complexes
- Maurya: Famous for unification and Buddhist governance
- Maya: Known for astronomical knowledge and urban planning
- Mississippian: Known for mound-building and trade networks
Unique Age Features
The Antiquity Age has several distinctive features:- Resources: Resources specific to ancient times (incense, jade, marble)
- Wonders: Ancient world wonders like the Pyramids and Colosseum
- Religion: Basic religious systems (plays a minor role compared to later Ages)
- Independent Powers: Early tribal entities and city-states
- Technology Tree: Focuses on basic technologies (writing, bronze working, mathematics)
- Civic Tree: Emphasis on early governance forms and social organization
Key Data Files
- data/progression-trees-tech.xml: Antiquity Age tech tree
- data/progression-trees-culture-common.xml: Civic tree for the Age
- data/religion.xml: Religious systems (limited in this Age)
- data/constructibles.xml: Buildings and improvements
- data/units.xml: Military and civilian units
- data/victories.xml: Victory condition definitions
Exploration Age (500 CE - 1700 CE)
The Exploration Age covers the medieval period through the early modern era, focusing on global exploration, cultural exchange, and religious developments. Module Path:<GAME_RESOURCES>/Base/modules/age-exploration/
Key Properties
As defined in the Exploration Age’s config.xml:Exploration Civilizations
The Exploration Age includes civilizations from the medieval and early modern periods:- Spain: Known for global exploration and colonization
- Norman: Famous for feudal administration and military innovation
- Ming: Celebrated for naval expeditions and cultural flourishing
- Abbasid: Known for scientific advancement and cultural preservation
- Chola: Famous for maritime trade and temple architecture
- Hawaii: Known for social organization and navigation
- Inca: Celebrated for infrastructure and vertical farming
- Majapahit: Known for maritime empire and cultural syncretism
- Mongolia: Famous for cavalry warfare and imperial administration
- Songhai: Known for trade networks and Islamic scholarship
Unique Age Features
The Exploration Age has several distinctive features:- Religion: Enhanced religious mechanics (major gameplay driver in this Age)
- Naval Systems: Advanced naval exploration and combat units
- Trade Networks: Expanded trade routes and mechanics
- Legacies: Age transition legacy bonuses from Antiquity
- Distant Lands: Expanded map areas accessible through naval exploration
- World Religion: Enhanced faith systems with competing beliefs
- Scientific Revolution: Early modern scientific advancements
Key Data Files
- data/progression-trees-tech.xml: Exploration Age tech tree
- data/progression-trees-culture-common.xml: Civic tree for the Age
- data/religion.xml: Enhanced religious systems
- data/naval/: Naval exploration and combat systems
- data/trade/: Trading mechanics and routes
- data/legacies/: Age transition legacy bonuses
- data/distant-lands/: Expanded map discovery
Modern Age (1700 CE - Present)
The Modern Age represents industrialization, globalization, and technological advancement from the Industrial Revolution to the present day. Module Path:<GAME_RESOURCES>/Base/modules/age-modern/
Key Properties
As defined in the Modern Age’s config.xml:Modern Civilizations
The Modern Age includes civilizations from the industrial era to contemporary times:- America: Known for industrial might and cultural influence
- Russia: Famous for territorial expansion and scientific achievement
- Prussia: Celebrated for military organization and education
- French Empire: Known for cultural exports and republicanism
- Mexico: Known for revolutionary politics and cultural identity
- Mughal: Famous for architectural achievements and religious syncretism
- Meiji: Known for rapid modernization and industrial development
- Qing: Famous for bureaucratic governance and population management
- Buganda: Known for adaptive governance and strategic diplomacy
- Siam: Celebrated for maintaining independence and diplomatic skill
Unique Age Features
The Modern Age has several distinctive features:- Victory Conditions: Final victory condition definitions and requirements
- Global Systems: World Congress, Climate Change, and other global mechanics
- Advanced Units: Aircraft, tanks, and modern military units
- Projects: Space race and other advanced scientific projects
- Diplomacy: Enhanced diplomatic options and alliances
- Urban Development: Advanced city planning and infrastructure
- Industrial Economy: Factory production and resource exploitation
Key Data Files
- data/victories/: Victory condition definitions
- data/global-systems/: World Congress and climate change
- data/advanced-units/: Modern military units
- data/projects/: Scientific and cultural projects
- data/diplomacy/: Enhanced diplomatic options
Age Transitions
One of the most important features of Civilization VII is the transition between Ages. As Creative Director Ed Beach explains, Age transitions address issues like snowballing, excessive micromanagement, and civilization balancing.Legacy Paths
Each Age has four Legacy Paths that players can progress along:- Science Path: Scientific and technological achievements
- Military Path: Combat victories and military development
- Culture Path: Cultural and civic advancements
- Economy Path: Resource production and financial growth
Persistent Elements During Transitions
During Age transitions, several elements persist to maintain continuity:- Leaders: Leaders remain the same across all Ages
- Ageless Buildings: Wonders and unique Quarters persist as “Ageless” structures
- Commander Units: Commander attributes and experience continue
- Traditions: Social policies unlocked from Civic trees remain available
Implementation in XML
Age transitions are defined in various XML files, including:Assigning Content to Specific Ages
When creating mods, you need to properly assign your content to the appropriate Age(s). This determines when the content is available to players.Civilization Assignment
To assign a civilization to an Age, use the CivilizationDomains table:- AntiquityAgeCivilizations: For civilizations starting in the Antiquity Age
- ExplorationAgeCivilizations: For civilizations in the Exploration Age
- ModernAgeCivilizations: For civilizations in the Modern Age
Unit Assignment
Units can be assigned to specific Ages through tech tree prerequisites:Building Assignment
Similarly, buildings can be restricted to Ages:Cross-Age Content
Some content can exist across multiple Ages. Define this by setting appropriate values:Practical Implementation Tips
When creating mods that work with the Age system, consider these best practices:- Age-Appropriate Content: Design civilizations, units, and buildings that fit the historical context of their Age
- Proper Dependencies: Ensure your mod depends on the appropriate Age module(s)
- Transition Planning: Consider how your content transitions between Ages (if at all)
- Age-Specific Mechanics: Leverage the unique systems in each Age (religion in Exploration, global systems in Modern)
- Path Integration: If adding new legacy paths or objectives, ensure they balance with existing content
- Leader Continuity: Remember that leaders persist across Ages, so design leader abilities that remain relevant
Cross-References
- For core architecture concepts, see Civilization VII Modding Architecture
- For database schema details, see Database Schemas
- For civilization creation guides, see Creating New Civilizations