EU4 Ages
The four historical ages of Europa Universalis IV — when each age begins, the objectives that grant splendor, and every unlockable ability.
How ages work
- EU4 progresses through four ages. When the calendar reaches an age's start year, the new age begins automatically.
- Each age has a set of objectives — conditions a country can meet to earn splendor (10 splendor per objective met). You can also earn splendor from certain events.
- Spend splendor to unlock age abilities — powerful one-time bonuses that last until the next age. Costs range from 10 to 25 splendor.
- Objectives are partly country-specific (your nation's mission tree or unique situation) and partly generic (available to all nations, listed below).
- Unused splendor carries over to the next age.
Age of Discovery1400–1508
The age of exploration and early colonialism. Nations race to establish footholds in the New World and dominate emerging trade routes.
Generic objectives (+10 splendor each)
- •Own 5 or more colonial provinces
- •Have 150 or more prestige
- •Have 3 or more merchant ships
- •Be at war with 3 or more enemies simultaneously
- •Own a province on every settled continent
- •Have a positive spy network in 3 nations
- •Have 3 or more religions present in your country
- •Have 5 or more subject nations
Age abilities (spend splendor)
- 10Exploration Focus— +5 Maximum Exploration RangeExploration
- 10Naval Supremacy— +10% Naval Force Limit ModifierMilitary
- 10Mission to Civilize— −20% Native Assimilation CostExploration
- 15Conquest Focus— +10% Land Force Limit ModifierMilitary
- 15Trade Supremacy— +10% Trade EfficiencyEconomic
- 20Colonization Push— +10% Global Trade Power from coloniesExploration
- 20Divine Supremacy— +1 Missionary, +1% Missionary StrengthReligious
- 25Quest for the New World— +1 Colonist, −10% Colony CostExploration
Age of Reformation1508–1620
Religious upheaval tears Europe apart as Protestantism spreads. The Holy Roman Empire fractures between faiths, and trade rivalries intensify.
Generic objectives (+10 splendor each)
- •Be the Defender of the Faith
- •Have 3 or more Core Provinces with a different faith than your state religion
- •Have converted 10 provinces to your state religion
- •Have a Cardinal in the College of Cardinals (Catholic)
- •Have 200 or more church power (Protestant)
- •Have fully unlocked 3 idea groups
- •Have an income of 50 or more ducats
- •Ally with a nation that has a different religion
Age abilities (spend splendor)
- 10Trade Conflict— +10% Privateer EfficiencyEconomic
- 10Printing Press— +10% Institution Spread, −10% Technology CostAdministrative
- 15Religious Zeal— +2% Missionary Strength, +25% Missionary MaintenanceReligious
- 15Mercantilism— +1 Merchant, +5% National Tax ModifierEconomic
- 15Diplomatic Corps— +1 Diplomat, +1 Diplomatic ReputationDiplomatic
- 20League War— +1 Land Leader Shock, −10% Mercenary CostMilitary
- 20Counter Reformation— +15% Papal Influence, −10% Stability CostReligious
- 25Defender of the Faith— +10% Morale of Armies, +5% War Score from BattlesMilitary
Age of Absolutism1620–1710
Centralised monarchies consolidate power. Absolutism gives rulers sweeping authority to reshape their nations, while bureaucracy expands.
Generic objectives (+10 splendor each)
- •Have 50 or more Absolutism
- •Have reduced all estate privileges
- •Have 3 or more courtiers
- •Own 20 or more core provinces in a single region
- •Have more than 50% of your provinces as developed provinces
- •Have an army tradition of 60 or more
- •Pass 5 or more government reforms
- •Have a stability of +3
Age abilities (spend splendor)
- 10Mercantilism— +10% Production Efficiency, +5 Global Trade PowerEconomic
- 15Star and Crescent— +10% Prestige Decay Reduction, +5% Prestige from BattlesDiplomatic
- 15Enlightened Despotism— +10% Administrative EfficiencyAdministrative
- 15Imperialism— +20% Fort Defence, −10% Fort MaintenanceMilitary
- 20Divine Right— +10% Tax Income, −10% Stability CostAdministrative
- 20Grande Armée— +10% Land Force Limit Modifier, +5% Infantry Combat AbilityMilitary
- 20Centralization— −20% Autonomy Change Cooldown, +0.05 Monthly Autonomy ChangeAdministrative
- 25Absolute Power— +1 Monarch Administrative, Diplomatic and Military SkillAdministrative
Age of Revolutions1710–end of game
Revolutionary ideas sweep the world. Nations embrace (or resist) democratic ideals, nationalism rises, and the balance of power shifts dramatically.
Generic objectives (+10 splendor each)
- •Have a republican government
- •Have 5 or more subject nations liberated
- •Own 20 or more provinces of your primary culture
- •Have the revolution active in your nation
- •Have the maximum number of allowed generals
- •Have 200 or more army tradition
- •Have conquered your rival's capital
- •Have an income of 100 or more ducats
Age abilities (spend splendor)
- 10Liberté— +10% Goods Produced Modifier, +5 Global Sailor ModifierEconomic
- 15Nationalism— +10% National Tax Modifier, −5% National UnrestAdministrative
- 15Balance of Power— +1 Diplomatic Relation, +10% PrestigeDiplomatic
- 15Colonial Empire— +10% Colonial Range, +1 ColonistExploration
- 20Nation in Arms— +20% National Manpower Modifier, −10% Recruitment TimeMilitary
- 20Industrial Revolution— +15% Production Efficiency, −10% Development CostEconomic
- 20Revolutionary Guard— +10% Infantry Combat Ability, +1 Land Leader FireMilitary
- 25Vive la Révolution— +15% Morale of Armies, +10% DisciplineMilitary
Splendor tips
- Prioritise abilities that align with your nation's focus — a military-focused run benefits most from Conquest Focus and Grande Armée.
- Splendor carries over between ages — if you end the Age of Discovery with 30 leftover splendor, you start the Age of Reformation with 30.
- The Age of Absolutism is often considered the most impactful — Absolutism itself grants significant modifiers, and the age abilities compound those bonuses.
- Generic objectives refresh each age — completing them in one age does not block you from claiming them again in the next.