Ages

Main difference to Vanilla is that the last four abilities have been changed so that a wider amount of countries are able to use them (in most cases).

## Exploration Age

### Objectives

* Discover America as a country with a capital in Europe, Asia or Africa.
* Possess at least 5 level two or higher centers of trade
* Own a cored province with 30 development
* Embrace the Renaissance and have it in every single province
* Have at least 2 other nations in union
* Own provinces on 2 different continents
* Humiliate a rival through a peace treaty

### Abilities

* State Edict that provides -5 unrest
* Aggressive Expansion -10%
* Allow Claims Bordering Claims | Allow "Transfer Subject" treaty at half cost
* War Taxes Cost -100%
* Cavalry to Infantry ratio +20%
* +1 in Tax/Production/Manpower when a colony is finished
* +1 combat bonus in provinces with the same terrain type as the capital

### Special Abilities

* Siege Ability +10%
* Global Settler Increase +50
* Galley Cost -25%
* Ship Trade Power +33%

## Reformation Age

### Objectives

* Convert to Protestant/Reformed/Anglican/Hussite
* Have any religious idea
* Convert 10 provinces
* Have 5 colonies
* Force convert a country through a peace deal
* Trading bonus in either Spices/Cloves/Porcelain/Silk/Tea
* Has unified your culture group

### Abilities

* State Edict that provides resistance to reformation +90%
* Blockade impact on siege +1
* Warscore cost vs other religions -25%
* Mercenary Discipline +10%
* Ship Trade Power propagation +25%
* Institution Spread in True Faith provinces +75%
* Prestige per development from missionary +0.30

### Special Abilities

* Shock Damage Received -20%
* Artillery Cost -50%
* Goods Produced Modifier +15%
* Reinforce Cost Modifier -0.2%

## Absolutism Age

### Objectives

* Found at least 3 trade companies
* Own at least 10 Universities
* Land forcelimit of at least 200
* Absolutism at least 90
* Mandate at least 50
* 5 different cultures accepted
* On the right side of history in the Religious League War

### Abilities

* State Edict that provides -0.25 monthly devastation
* Change Rival Cost -50%
* Fort maintenance on border with rival -100%
* Autonomy Change Cooldown -50%
* Harsh Treatment Cost -50%
* Administrative Efficiency +5%
* Yearly Absolutism +1

### Special Abilities

* Land Fire Damage +20%
* Yearly Corruption -0.20
* Manpower Recovery +20%
* Special Unit Forcelimit +20%

## Enlightenment Age

### Objectives

* Ruler has 4 in all categories, be a free thinker or a scholar
* Have at least 25 innovativeness
* Have at least 150 light ships
* Every owned province is at least 10 development
* Have level 5 advisors in each category
* Own provinces in 3 separate continents
* Production income represents at least 40% income

### Abilities

* State Edict that provides 25% manpower and 25% tax
* +2 Possible Advisors and cost of advisors with ruler culture -10%
* Mercenary cost +50% and Army Drill Gain +25%
* Construction cost -10% and prestige -1%
* Shipbuilding Time -10% and Privateer Efficiency +25%
* State maintenance -30% and global settler increase +20
* Trade Efficiency +15% and Domestic Trade Power -20%

### Special Abilities

* Blockade Force Required +50% and Hostile Fleet Attrition +1
* Land Fire Damage +10%
* Discipline +5%
* Institution Embracement Cost -20% and Institution Spread +30%