Industrial Age
The Industrial Age is the fourth standard stage. It opens advanced military lines, late-game upgrades and stronger economic tools such as Factory access for many civilizations. It is a substantial investment: during the transition, the player has fewer resources for immediate production and must still protect the settlement.

How it works
The available roster and age-up reward depend on civilization and edition. Factories provide automatic resource production, while new unit improvements can make an existing army more effective. Some options require a specific building, shipment or prior research. Reaching the Age does not automatically improve every unit; further resources and research time are often needed.
Player decision
Choose this advance when there is a concrete Industrial unlock to use and a stable force can cover the transition. A Factory can repay its cost over time, while military upgrades matter sooner if a fight is imminent. Prioritize the option that supports the game’s expected duration and the army already in the field.
Requirements, cost and transition time
The Industrial Age follows the Fortress Age. The standard profile costs 2,000 Food and 1,200 Coin and takes 90 seconds to research at the Town Center, though the selected politician or civilization may alter the transition. Reaching the Age opens advanced units, upgrades and Factory access for many civilizations, but those benefits require additional resources and production time. Select a politician whose reward supports the plan, then keep the army large enough to defend the 90-second transition. Once the Age is reached, prioritize one or two unlocks rather than spending the whole economy on every new option. If a fight is imminent, a Fortress Age reinforcement or upgrade may be more valuable than waiting; if the game is stable, a Factory and Industrial unit line can repay the investment over time.
Politician choice and what unlocks
The Industrial advance normally costs 2,000 Food and 1,200 Coin and takes 90 seconds at the Town Center. The player chooses one of two politicians, and the reward varies by civilization. Factories become available to many civilizations and can produce resources automatically, while new military units and technologies expand the army’s late-game options. The Age itself does not upgrade every unit; research and production still require time and resources. Before clicking the advance, confirm the politician’s reward and preserve a force capable of defending the town. If Food or Coin is short, use the current army to secure safe resources rather than starting a transition that cannot be protected.
When the transition pays off
The Industrial transition requires 2,000 Food and 1,200 Coin in the standard profile. Save those resources before investing in a large production burst; otherwise the advance can be delayed while the opponent reaches the same unlocks first. Factories and advanced units are strongest when there is enough match time for their investment to return value.
Fourth Age and late-game transition
The Industrial Age is the fourth Age in a standard match, following the Fortress Age and preceding the Imperial Age. Its documented age-up requires 2,000 Food and 1,200 Coin and takes 90 seconds, though civilization-specific age-up rules can alter the route. It unlocks stronger upgrades, advanced units and later Home City options. The cost is large enough that the player should scout first and keep a defense in place during the transition. A successful age-up only pays off if production buildings and resource income are ready to use the new tier.
Plan the upgrade, not just the age-up
Before advancing, identify which Industrial upgrade or unit will change the match. Royal Guard improvements and stronger artillery can turn an existing army into a more effective force, while economic technologies support a longer game. Save population for the new units and retain resources for production after paying the age-up cost. If the opponent can attack during the 90-second transition, delay the age or choose a safer timing; a higher age does not compensate for losing the Town Center or the army before its benefits arrive.