
Every Cycle begins in the Hearth Age. The player may advance to the next Age once the Settlement has gathered the required resources and satisfied any additional scenario conditions.
Age advancement is never automatic. The player chooses when to commit the required resources, creating an important strategic trade-off: advancing early unlocks stronger economic, construction, research and military options, but spending resources on advancement may temporarily weaken the Settlement's ability to produce units, expand, or defend itself.
Each new Age substantially increases the Settlement's population capacity, available structures, research options and military strength.
Age advancement is never automatic. The player chooses when to commit the required resources, creating an important strategic trade-off: advancing early unlocks stronger economic, construction, research and military options, but spending resources on advancement may temporarily weaken the Settlement's ability to produce units, expand, or defend itself.
Each new Age substantially increases the Settlement's population capacity, available structures, research options and military strength.
| Age | Advancement Requirement | Population Capacity | Settlement Centres | Main Unlocks |
|---|---|---|---|---|
|
Hearth Age Starting Age |
No advancement cost | 30 | 1 Crown Hall | Hunting, herding, berry gathering, shelters and basic resource collection |
| Forge Age | 500 Food 250 Timber | 60 | 1 Crown Hall | Farms, Mill, Works, Blacksmith, Barracks and Market |
| Citadel Age | 900 Food 500 Metal 400 Stone | 120 |
1 original Crown Hall + up to 3 district centres |
Stone fortifications, Stable, University, stronger research and advanced military units |
| Crown Age | 1,500 Food 900 Metal 800 Stone | 200 | Up to 4 total centres | Elite military forces, highest-level technologies, monumental projects and final victory options |
Strategic note: Advancing to a new Age consumes the required resources immediately. A player who advances too aggressively may reach stronger technology sooner but leave the Settlement temporarily short of the resources needed for defense, military production or economic expansion.